Learn how we make characters move in isometric games! We look at both the foundations and the code in Godot.
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In this gamedev tutorial, we look at the most common “isometric” projection in games. It’s not exactly the same we use for isometric drawing, e.g. in industrial design. You’ll see why we use a 2:1 ratio for the size of our base cells in the video.
The function to convert cartesian coordinates to isometric ones takes only 2 lines of code:
return Vector2(vector.x – vector.y, (vector.x + vector.y) / 2)
But it’s not that easy to understand without some visual pointers. When a character moves in one direction in the isometric system, he always moves both on the X and Y axis in the game. That’s where the complexity of isometric games come from: you have to manage the game data as if you were creating a top-down title, and you must then convert all the positions and motion vectors to render the characters and the levels properly.
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The playlist: https://youtube.com/playlist?list=PLhqJJNjsQ7KEr_YlibZ3SBuzfw9xwGduK
Project sources on Github: https://github.com/GDQuest/Godot-30-days-tutorial-challenge-2017
This tutorial is supported by:
– Gamblify: https://www.gamblify.com/
– Pineapple Works: http://pineapple.works/
– Play it Forward Space
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