Town Map Scale: 1:1?

Engr. Adiktuzmiko

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You can... the possibility is there
 

C-C-C-Cashmere (old)

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Wow Engr, what an enlightening comment. Care to elaborate?
 

Engr. Adiktuzmiko

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the poster said that it (isometric view) cannot be done, and the simple answer is it CAN


All you need would be:


1) the correct graphics (for starters, the HF packs have 8D and Isometric char sheets that you can use for the characters; and AFAIK, PVGames are also testing creation of isometric tiles)


2) edits to the movement/collision related scripts to account for the isometric view
 
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aozgolo

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the poster said that it (isometric view) cannot be done, and the simple answer is it CAN

All you need would be:

1) the correct graphics (for starters, the HF packs have 8D and Isometric char sheets that you can use for the characters; and AFAIK, PVGames are also testing creation of isometric tiles)

2) edits to the movement/collision related scripts to account for the isometric view
Oh I have no doubt it CAN be done but then really what's the point of everything in the default RPGMaker if you're just using it's engine to render Isometric view through scripts and not really using any of it's base tools? Maybe I'M the one overcomplicating it but it kinda seems like too much effort to adapt into something else.
 

nio kasgami

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for me the scale is really a pain because in a perfectionist spirit I love to have my house equal to my interior because is annoying me to not have a equal house but generally when is to hard and begin to frustrated me I put on the beautifull bomb called Delete~
 

Engr. Adiktuzmiko

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It doesn't change the fact that you can, that's the idea in hand.


and you seem to be misunderstanding my post, I never said anything about using scripts to render the isometric view...


you're gonna use the base tools for mapping... You can still just use the editor to make the maps as long as the tilesets are done correctly, so we're not scrapping anything. else, you'd do it via parallax mapping, which a lot of people seem to be doing right now anyways... So I don't see why you're saying that we're not using any of the base tools...


the scripts are just gonna be for pixel movement and correct graphics display and possibly collision for sprites, both of which are also already done with a few scripts out there right now.
 
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Kaelan

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Oh I have no doubt it CAN be done but then really what's the point of everything in the default RPGMaker if you're just using it's engine to render Isometric view through scripts and not really using any of it's base tools?
Because you still have a database, built-in serialization, scene hierarchies, easily extensible UI, a decent 2D graphics engine without touching directX/openGL, a sizeable active community and development in a really easy to use scripting language?
 

Engr. Adiktuzmiko

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Seriously, I think the main reason why most of the games on it was top-down was because the RTP was top-down... possibly the same as to why most games in it aren't really using 1:1 ratio, coz the way the RTP looked, it doesn't make much sense.


As much as the graphics is one of the main part of the engine, that's not the entire engine. Look at Kaelan's post above. And so what if I re-encode everything using scripts? That doesn't change the fact that I am still using the engine. Having a base is easier than making everything from scratch. And RM provides a powerful base IMHO.


and I tell you, writing the small scripts needed to make it look better than just leaving it alone (because in a sense, you can do the isometric thing without script edits) is the easy part if you compare it with the time, effort and possibly money that you need to dish out for the custom graphics...
 
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C-C-C-Cashmere (old)

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I was actually thinking of doing a game in isometric, but use really simple custom-made graphics because there's not many isometric graphics available. Like, doing a pixellated isometric puzzle game would be fricken awesome.
 

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