yes. im guessing the the image(s) are being rotated and skewed around the ball for the desired perspective. notice how the video didnt show any collisions. like i said, there's probably nothing isometric about it except for the visuals.
@sketchy. trig and vectors.. they're like best friends.
Sorry everyone - disregard my previous comment.
I was thinking the movement was isometric (eg. right arrow key = tilt down & right), but it's not. And yes, it does "skew" (scale?) the Y-axis, which I failed to notice before.
That could make things awkward - not sure how you'd make the ball roll along a wall?
like you said. you would just use vector movements on a normal x, y coordinate system. which means all collisions, movement, math, etc will have to be done on the normal x, y then translated to the isometric 120degree perspective
then also, after that, just manipulate the ball (or other objects moving on the x, y plane) with the same trig that's rotating and skewing the background.