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Monday, January 31, 2011 - 19:30

Well, obviously you can't just draw them like you would square tiles. :)

I think there are some isometric tiling tutorials out there that can give bettter info than I can, but here's how I'd imagine they would be drawn:

  • Assume the (0, 0) tile is the corner at the top of the screen.  Draw that one first.
  • Step trough the map by diagonal row.  So you draw (0, 0) first, then the row below that would be (0, 1) and (1, 0).
  • The row below that is (0, 2), (1, 1), and (2, 0), and so on.  Notice that each row starts with a Y value that's 1 higher than it was last time, then you move through the row by adding 1 to X and subtracting 1 from Y until Y = 0.
  • Contine the above steps until Y reaches the maximum Y value of the map.  From then on, Y should stay at that value, and you start adding to X instead.
  • How you stagger the tiles as you draw them depends on the exact dimensions of the tiles themselves.  Experiment until you're satisfied that they're lined up correctly.  You may want to make some bare tiles with a one pixel border to play around with so you know you're drawing them correctly.
  • Drawing "3D" iso maps (that is, iso maps that can have more than one layer) is easy.  As you draw each (x, y) tile on the map, draw the bottom tile first and then work upwards

Now, as with all programming, there are tons of different ways to do it.  Don't assume mine is the best -- it's just one way to go about it, and should be taken with a grain of salt since I've never written an isometric engine.  Look at the tutorials that are out there.  Here's one to get you started:

http://stackoverflow.com/questions/892811/drawing-isometric-game-worlds

Bart

 

Monday, January 31, 2011 - 14:44

I split the image and uploaded the zip file as an additional item.  Here's a direct link:

http://opengameart.org/sites/default/files/grass_and_water_tiles.zip

On the off chance that you're working with a linux (or cygwin) command line, look into the ImageMagick toolkit, specifically the convert tool, which is what allowed me to split them quickly.

The command was this:

convert -crop 64x64 ../grass_and_water.png grass_and_water_%d.png

Anyway, enjoy!  :)

 

Bart

Monday, January 31, 2011 - 14:29

So you're looking for a bunch of individual images, one per tile, right?

 

Monday, January 31, 2011 - 14:28

Really, there's a shortage of free higher-poly models in the FOSS world.  Most of the models seem to aim for lower-spec machines (circa 2000 or so), which is fine, but it's good to have some models out there that look current in terms of their polycount.

 

Monday, January 31, 2011 - 10:20

As far as comical music goes, here's one I did a while ago that might fit the bill:

http://opengameart.org/content/mushroom-dance

 

Sunday, January 30, 2011 - 16:41

Depends on what issues you're having.  Not having attempted it myself, I'd take a look at how tiled expects tiles to be arranged and see if the arrangement needs to be changed in some way.  If you figure anything out, let me know.  If you come up with an arrangement that works, we can post it here.

Sunday, January 30, 2011 - 15:36

In all honsty, by the looks of the mesh screenshot, it looks fairly low-poly to me (at least by modern standards).

 

Tuesday, January 25, 2011 - 10:02

Sir, I like your style.  :)

Bart

 

Tuesday, January 25, 2011 - 09:56

Just to clarfy something regarding GPL/CC-BY-SA:

When you include elements in a video that are GPL and CC-BY-SA, you *absolutely must* release the video under those licenses as well.  This is because, unlike a game (where it's a bit of a grey area since the works are still separable) a video is one single work that you can't easily take apart.  So to be safe, be prepared to either not use GPLed and CC-BY-SA content in your video or release all of your source files.

Bart

 

Tuesday, January 25, 2011 - 09:49

Wow, very nice!

 

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