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WHAT IS YOUR TAKE ON ISOMETRIC PIXEL ART

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Pages: 1
Precisely what the topic suggests. Post any opinions/etc. regarding your take on isometric pixel art, specifically for RPGs.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Forgive my ignorance, doesn't isometric just mean it's from an overhead or three-quarters perspective? Any RPG that's not side-scrolling or first-person would be isometric, right? Except maybe during battles?
did you just mention isometric projection

it is time to kill

(http://rpgmaker.net/forums/topics/8095/?post=276872#post276872 and onward)
It's a type of orthogonal perspective that doesn't make your brain hurt when you try to imagine it in 3d (ex of pain: top down rpg maps). It's neat and I'd like to see a RPG use it that wasn't a tactical RPG.
Does pressing down mean I go down-left or down-right?

(I usually found them more confusing to navigate)
I think I only played one isometric rpg, SMRPG, and I liked it. I don't know what would be a bad example of isometric rpg, but I am sure there is one. I have seen MMOs use isometric maps and I think it looks great.
author=kentona
Does pressing down mean I go down-left or down-right?

(I usually found them more confusing to navigate)


Very true. I think I go for up->up-right and down->down-left. I don't think I have any rational explanation for it except maybe trying to follow the way people read. Easy to pick up on unless you're playing two isometric games which switch the up direction (and if they have good interfaces you'd be able to set your own up direction anyways)
author=GreatRedSpirit
author=kentona
Does pressing down mean I go down-left or down-right?

(I usually found them more confusing to navigate)
Very true. I think I go for up->up-right and down->down-left. I don't think I have any rational explanation for it except maybe trying to follow the way people read. Easy to pick up on unless you're playing two isometric games which switch the up direction (and if they have good interfaces you'd be able to set your own up direction anyways)
I went from playing disgaea to playing FFT, and in FFT it was reversed! (and to me the way Disgaea did it seemed natural, but I can't remember which way they did it). I think there was a setting to flip it in FFT iirc.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
Do you mean the type of view Endless-Online uses?
eight-directions is the way to go
author=kentona
author=GreatRedSpirit
author=kentona
Does pressing down mean I go down-left or down-right?

(I usually found them more confusing to navigate)
Very true. I think I go for up->up-right and down->down-left. I don't think I have any rational explanation for it except maybe trying to follow the way people read. Easy to pick up on unless you're playing two isometric games which switch the up direction (and if they have good interfaces you'd be able to set your own up direction anyways)
I went from playing disgaea to playing FFT, and in FFT it was reversed! (and to me the way Disgaea did it seemed natural, but I can't remember which way they did it). I think there was a setting to flip it in FFT iirc.


On the other side, I remember catching flak from people who told me Aurora Wing had its diagonal movement the "wrong way" (at least, before I put it in the options), but it was hardly a universal complaint.

In an RPG where you actually move around and talk, I think I'd agree with geodude - eight directions would be a lot less distracting.
disgaea does right->up-right, which feels wrong to me (and nippon ichi are the only people who do it that way by default, afaik)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you only have diagonal movement, then isometric pixel art would actually be far easier to create than pixel art for a typical RPG, because you only have to draw them facing two directions - the other two are flips (with minor changes in a few sprites). Whereas in a typical RPG, you have to draw each sprite facing three directions (and only one is a flip). On the other hand, if you make eight-directional movement, you have to draw each sprite in five different directions.

Something to think about. It would be nice if the amount of work involved made no influence on our game design, but it does.
author=GreatRedSpirit
author=kentona
Does pressing down mean I go down-left or down-right?

(I usually found them more confusing to navigate)
Very true. I think I go for up->up-right and down->down-left. I don't think I have any rational explanation for it except maybe trying to follow the way people read. Easy to pick up on unless you're playing two isometric games which switch the up direction (and if they have good interfaces you'd be able to set your own up direction anyways)


it depends on the location of the directional controls. due to the natural inward bend of the hands while using a controller/keyboard up->upright config is more spatially concurrent for the left hand and up->upleft for the right hand

most vgaeemmm controllers assign directional stuff to the left hand so yeah up->upright is more logical, though once you get used to one config it is difficult to get used to the other regardless of which hand you use ime
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