DWboutin Posted April 13, 2016 Share Posted April 13, 2016 Hi! I search some tutorials about how to create an isometric game. Do you know some place where i can learn about the base concepts of isometric games and maybe a little Maths? Thank you Link to comment Share on other sites More sharing options...
Milton Posted April 13, 2016 Share Posted April 13, 2016 http://murdochcarpenter.com/isometric-starling-part-i/ http://gamedevelopment.tutsplus.com/tutorials/creating-isometric-worlds-a-primer-for-game-developers--gamedev-6511 https://mazebert.com/2013/04/18/isometric-depth-sorting/ There's not that much math actually. Depth-sorting is the real pain... Link to comment Share on other sites More sharing options...
evilangelist Posted April 13, 2016 Share Posted April 13, 2016 You can also reference an existing Phaser Isometric plugin: http://rotates.org/phaser/iso/ Link to comment Share on other sites More sharing options...
lewster32 Posted April 14, 2016 Share Posted April 14, 2016 On 13/04/2016 at 9:31 PM, Milton said: There's not that much math actually. Depth-sorting is the real pain... The maths is fairly simple - a good understanding of trigonometry really helps however, as it does with most games programming. The depth sorting can be simple; it depends on what you're trying to do. If you have a rigidly grid-based game, it can be a simple matter of sorting by the objects' Y positions on the screen. If you start having objects come quite close to one another or otherwise not totally respect the grid layout (which tends to be the case) then you may need some more complex sorting (this is a good implementation which I've adapted for my plug-in). If you want objects to have full 3D positioning, with the ability to be stacked on top of one another, have arbitrary sizes and so on, then welcome to a world of pain; as some stuff is either incredibly hard or in some rare cases, near impossible with sprites in an isometric layout. It's often better in these cases to find ways to cheat, such as splitting large objects up and moving objects to different depth planes to simulate certain depth effects. It's all interesting stuff though, so by all means go look at the work that's been done elsewhere and come up with your own solutions - the world is made a better place with more minds working on the same problems drhayes and WombatTurkey 2 Link to comment Share on other sites More sharing options...
alfergon Posted February 6, 2017 Share Posted February 6, 2017 Not directly related to the Phaser part, but this article helped me to wrap my head around the coordinates conversion part: http://clintbellanger.net/articles/isometric_math/ Link to comment Share on other sites More sharing options...
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