GMS0012

Hello all,
 
what is the best way (if it is possible) to use XNA and build an 2d isometric view
 
draw a sprite and rotate it
 
or are there better solutions
 
thanks in advance..
 
 
g..
 


Re: XNA Framework XNA and isometric

GMS0012

( i never worked with iso view before.. so please give me a hint)



Re: XNA Framework XNA and isometric

George Clingerman

There is nothing stopping you from writing a game with an isometric view with XNA. You will either accomplish that by setting a particular camera position or by creating sprites that use an isometric view.

Both methods are entirely possible with XNA but XNA does not do anything in particular to help you accomplish an isometric view. How you achieve the view is entirely up to you.

You can read more about isometric views here and here. If you're new to game development, then I would recommend going the 2d sprites drawn in an isometric view style method. You can see some examples of that here.

Hope that helps.





Re: XNA Framework XNA and isometric

Pocketmnky

Wouldn't setting your projection matrix to Identity create an isometric view




Re: XNA Framework XNA and isometric

JLarkin

Not necessarily....
The isometric viewpoint requires that your camera be set to certain angles to achieve the correct look so that you can even call it an isometric game. If you're talking 3D, you'll have to make sure your camera is set up in such a way that it fulfills these angle requirements.




Re: XNA Framework XNA and isometric

GMS0012

thanks for the answers..
i have one last general question..
what is the best way to place objects/enemies/buildings
should i put objects and buildings on the map (tilemap) or should i put them as object in a list.. (like moving enemies)
if they are an object and stored in a list i could give them attributes (like coordinates, bounding box coordinates,depth etc).
what do you think
thx




Re: XNA Framework XNA and isometric

waruwaru

GMS0012 wrote:
what is the best way to place objects/enemies/buildings
should i put objects and buildings on the map (tilemap) or should i put them as object in a list.. (like moving enemies)
if they are an object and stored in a list i could give them attributes (like coordinates, bounding box coordinates,depth etc).
what do you think

You can have a mixture of both! For example, if you have small bushes/windows that your character can walk behind. It would be better to implement that using sprites with transparent area. If it's a giant mountain/cliff and no one is going to walk behind, there is nothing wrong implementing it as part of you tiled map (just need to defind the boundary so sprites can't get behind it.






Re: XNA Framework XNA and isometric

GMS0012

hello..
please give me an advice..
how can i realise a collision detection like this with XNA
but of course without colored "collision areas"...
any ideas
thx




Re: XNA Framework XNA and isometric

MrJimmo

If this is going to be 2D only (meaning all your 2D Sprites will be authored in a static Isometric view), then I'd suggest making a test game something like this:

o Author a simple Player character (ie. 1-frame verticle rectangle).
o Author a simple isometric square building.
o Create a grid of streets with these buildings occupying the areas between streets.
o Work on figuring out how to move your character around this simple layout.
o You can quickly explore techniques for managing InFrontOf/BehindOf situations (ie. Alpha blend the buildings the player is behind, where overlap occurs).

Depending on how complex or simple your layout will ultimately be, you could get away with a simple cell-based approach where objects/buildings/characters/etc occupy certain cells. Collision detection would be a quick matter of "Did player attempt entry of an occupied cell "

If it's a more complex layout, then like the article previously mentioned (grip & tile) describes a more pixel based approach (simple collision between two 2D sprites), which is again similar to the cell-based approach, but on a finer level of detail.

That Isometric Games Programming site looks like a good starting place. Just keep it simple and build from there.

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