ISO HELP!!!

Started by Indie Boy, Thu 23/12/2004 09:34:03

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Indie Boy

Hi I set myself the challenge to make a ISO game. I love ISO drawings because of the limited space and the whole style of it. Heres my ego(don't have a name yet)

He looks very flat can anyone help!
here is the grid i used


If anyone could tutor me that would be great. Just pm! Paint overs welcome.
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Iwan

#1
Hi potter. I had a go with your character to try and make him less flat. I added some highlightsareas to him on his cheeks, torso and legs.




I held a BG blitz on isometric and I linked this tutorial to it, hope you find it usefull.

Totoro

Is it tricky to use ISO in AGS due to different walk-behind-areas and thinks like this or can it be adopted easily?

Indie Boy

Gamma: I like it Il try to do something like that but dont make him look that dark. Thanks for the tutorial that will help.
Totoro: Is that question to me or to someone else? Anyway Im just focusing on the backgrounds and characters. I think I know where you are coming from and yes I think that would be a problem. Il look around the posts to see if that it has came up before.

Antway tnx for your posts and keep posting
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Totoro

I was wondering in general and if someone had experiences about that. The tutorial Gamma linked to is very nice :)

Evil

ISO games usually have their characters in a different walk set. Rather then Up, Down, Left, Right isometric games use Down Right, Down Left, Up Right, Up Left. Your character is more of an RPG style.

Also, ISO games arn't set at 45 degrees. They look more like this cool little animation I found.


Moox

Iso is 30 degrees. That char doesnt look iso. You would probably only see the hair and nose. Try going to zoggles site for some great tuts.

theyak

Keep in mind which viewpoint you're working from.  The reason he looks flat in comparison to your grid is not as much that you've gotten away from the 30° iso but more that you've put a 2-dimensional character on a 3-dimensional grid.  Try including a bit of the top of the head if you've got a top-down thing going.  In fact, the best reference would probably by a 3D cube (or rectangle) of the height of your walls.  Personally, if I were working isometrically, I'd probably refer to X-COM.

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