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HI, newbie(kinda) with a couple questions

 
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Velduanga
I heard there were bagels here...




Joined: 25 Jul 2003
Posts: 112
Location: A town away from White Owl, I kid you not, unless he moved.

PostPosted: Fri Jul 25, 2003 11:48 pm    Post subject: HI, newbie(kinda) with a couple questions Reply with quote

Hey everyone. I used to be in Zantetsuken while it was still up. Anyway, ive got a couple of survey-like questions.

1: What would you think if you were to make an isometric view tileset but the walking engine wasnt change? I know its possible to script a diagonal walking engine but would it bother anyone if it wasnt implemented? Or would you rather I just stick with the traditional tile system and not bother with diagonal walking?

2: Would it disappoint anyone if I were to make a sequel using the same tilesets and field foes from the previous game?

3: Anybody know any decent free servers around here? AOL has crummy space but I would still like image linking(unless the 'Copy&Paste Link' doesnt really bother anyone).

Sorry if these questions sound dumb. I've been into OHR for a few years now but I really want to make a game thats a little different. And I dont want to make the error of making it just for myself instead of for others. Thanks a bunch.
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Setu_Firestorm
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Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Sat Jul 26, 2003 12:01 am    Post subject: Reply with quote

Answer to 1) You could do an isometric game. You wouldn't be the first here to have that idea, but you certainly would be adding to the idea. If you can and want to, by all means go for it.

2) It wouldn't matter, as long as the sequel was made as good or better than the first. It's not all about graphics anyways.

3) I know AOL's evil, but I'm not one to tell you which is the best.

Anyways, Welcome to CP!
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Jul 26, 2003 12:46 am    Post subject: some thoughts Reply with quote

1. This seems kind of interesting to me. Do many people like the look of isometric graphics better? I didn't like it in the Mario RPG for SNES. To me it just seems to unneccessarily complicate things.
Also, why is this style called isometric? In mathematics, one thing must be isometric to another, it is meaningless for something to be itself isometric. I suppose one could alter the definition and say that something is isometric if distances are equal, whatever that would mean exactly. Does anyone know why this 'diagonal' style is called isometric?

2. Yeah, I think that it's fine. I hope to do it some day (or maybe not, if I decide my graphical abilities improve). Especially if the sequel takes place in the same world, without too much of a time gap.

3. I have no idea. Sorry.
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Iblis
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Joined: 26 May 2003
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PostPosted: Sat Jul 26, 2003 1:04 am    Post subject: Reply with quote

The best free server, anywhere, is http://xepher.net but I dunno when he's gonna start accepting applications again. Other than that you could try http://www.150m.com http://www.geocities.com http://www.tripod.com or just google for free image servers.

Quote:
Does anyone know why this 'diagonal' style is called isometric?


That's just what it's called. Many words serve multiple meanings. Would you prefer if it was called 3/4 perspective?
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Inferior Minion
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Joined: 03 Jan 2003
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PostPosted: Sat Jul 26, 2003 4:19 am    Post subject: Reply with quote

Actually...isometric means "of equal measure"

Isometric images keep a constant measure in all 3 directions...perspective does not...

In isometric images, parrallel lines remain parrallel forever...Those same parrallel lines drawn in perspective would look like they meet somewhere off in the distance.

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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Sat Jul 26, 2003 5:46 am    Post subject: Reply with quote

3. I use Geocities. Sure you can't image link, but MCW found a loophole for that, here. It works, too.
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msw188




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PostPosted: Sat Jul 26, 2003 6:47 am    Post subject: okay... Reply with quote

Okay, I think I understand what Inferior Minion is saying. Take for example Final Fantasy 3. Lines going upward on the screen (which are parallel) can represent both height and distance, two perpendicular directions. In 'isometric' view, distance depends on two diagonal lines, while height is the vertical. Is this what you mean?

Last edited by msw188 on Mon Jul 28, 2003 8:31 am; edited 1 time in total
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planethunter
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Joined: 07 Jul 2003
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PostPosted: Sat Jul 26, 2003 10:55 pm    Post subject: Reply with quote

... ... hmm, if you wanted to be original you could try an 8 directional
game, which of course would be your standard walking directions combined
with the isometric directions. You could use the numpad, the keys:
7,9,1 and 3 could be the isometric directions, while 8,4,6 and 2 would be
the regular directions. You could even use 5 for a 'run' key.
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Aethereal
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Elite Designer
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Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Mon Jul 28, 2003 2:52 am    Post subject: Reply with quote

Yay! Welcome back, Vel. As for a few answers to your questions...

1. Sounds pretty good - Grief actually used pre-rendered 3d backdrops with the normal walking engine, and the result was...pretty good. It would have been better if the walkabout wasn't ugly ^_^

2. In my opinion, direct sequels SHOULD use the same tilesets and things (Golden Sun, anyone?). If it's not a direct sequel, it still doesn't really bother me. Go right ahead.

3. If you want image linking, either use the Geocities trick or go with AOL. :\
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Velduanga
I heard there were bagels here...




Joined: 25 Jul 2003
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Location: A town away from White Owl, I kid you not, unless he moved.

PostPosted: Mon Jul 28, 2003 8:35 am    Post subject: Reply with quote

Thanks for the feedback peoples. Good call on the keypad walking Planethunter. Ive managed to script an auto diagonal walk system but due to wallpass glitches(in certain corners the hero can walk through a wall, and read pass block detection couldnt help it) I had to discard the diagonal animation so the buttons merely make them walk horizontally then vertically 1 tile. But itll make isometric walking easier nonetheless.
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planethunter
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PostPosted: Mon Jul 28, 2003 11:41 pm    Post subject: Reply with quote

Eight directional walking is a challenge, is anybody up to it? Read my previous post, i've got you started. I'm sure the scripting gods could do
something with it. Thing is, how do implement such a script while minimising the loss on gameplay speed. Now that's a pickle...
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