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xXBlazefirelpXx



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21st December, 2010 at 02:57:50 -

Do you actually notice the perspective 3D effect is has when you go up and down. The overhead view changes slightly.

 
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Cecilectomy

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21st December, 2010 at 04:19:29 -

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.

 
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Sketchy

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21st December, 2010 at 11:42:43 -

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?

 
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Cecilectomy

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21st December, 2010 at 12:32:46 -

youre a genius sketchy.

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
Image

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.

right? .

i've already done the x, y to iso translations before when i was working on a isometric engine in c++.
http://www.create-games.com/download.asp?id=7012

if someone can get a good movement done its just a matter of translating and rendering it properly.

Edited by Cecilectomy

 
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