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dpixel
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Quote dpixel Replybullet Topic: Needing Isometric help
    Posted: 09 March 2009 at 8:31pm
I'm programming a rotating platform for isometeric buildings, etc.  I want each cell to be independant to build on(load iso buildings, etc onto).  On the image on the left is what I believe to be perfectly isometeric, but it won't line up with another one without overlapping.  And the images on the right line up without overlapping...which is what I want.  I guess my question is are the corners all that important for isometeric?  Is it a matter of taste?  Or what fits?
I've looked at city building games such as sim city 2000 and 3000.  2000 has lines and 3000 has more AA so it's hard to tell.
Any opinions on this before I go spending hours mapping out the coordinates?  Thanks.
 
 
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Hapiel
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Quote Hapiel Replybullet Posted: 10 March 2009 at 1:33am
Hello dpixel.

The key is to not use lines this way. If you want to work with completely outlined tiles you will have to overlap tiles. No, the best thing you can do, and which is commonly used in games, is to only outline 2 sides. If you do that, your tiles will tile perfectly! Test it for yourself! Make a square, like the one on the left in your image, fill it with some color, remove the lower two lines and you have a perfect outlined tileable tile!

You only will have to think of an outline solution of the outside of the map. But that will be not much of a problem. You can even make transparent tiles for that that only contain those missing outlines.



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dpixel
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Quote dpixel Replybullet Posted: 10 March 2009 at 4:39am

Hi Lollige,

I guess I would only need the lines for building placement...like in an edit mode.  Otherwise, I'd just want to see the pixel art.  So I would still be building on an non-isometeric square to cover the lines(like the images on the right in my picture..only with less lines).  But if the building or whatever was tall enough, the back 2 lines wouldn't be visible anyway.

Your solution seems like the best.  I guess I was wondering how it should or normally be done. 

Thanks!

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