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Author Topic: Presentation (cavalier, isometric and 3/4TD projection)  (Read 44473 times)

Mike Mayday

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #75 on: November 25, 2008, 05:07:51 am »

Isometric graphics have already been discussed, dude. There's really no need to continuously post screenshots of other games.
So how would YOU fix the problem of walls obstructing the view in isometric projection?
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Random832

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #76 on: November 25, 2008, 08:40:16 am »

Neonivek: I really don't see the problem:


And what about when you only have 8, 2, 4, and 6? (i.e. no keypad and home/end/pgup/pgdown in inconvenient places, as on many laptop keyboards)
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Tormy

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #77 on: November 25, 2008, 08:47:32 am »

Eventually I would like DF to end up with a graphics display like final fantasy tactics or tactics advanced.

e.g.


Isometric graphics have already been discussed, dude. There's really no need to continuously post screenshots of other games.
So how would YOU fix the problem of walls obstructing the view in isometric projection?

Yep, the "normal" iso view idea has been dismissed already. It wouldn't work [perfectly] in DF.
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Mike Mayday

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #78 on: November 25, 2008, 09:21:20 am »

Random: then you just use 8,4,6 and 2, just as you do now. I really don't see how this is different from a square view.
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Footkerchief

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #79 on: November 25, 2008, 09:42:53 am »

Random: then you just use 8,4,6 and 2, just as you do now. I really don't see how this is different from a square view.

Unfortunately, you can only select half the squares with that scheme.  It's like bishops in chess.
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Mike Mayday

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #80 on: November 25, 2008, 10:29:27 am »

No, seriously, I don't understand. You have four arrow keys and they all perfectly usable in both schemes.
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Random832

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #81 on: November 25, 2008, 11:31:49 am »

No, seriously, I don't understand. You have four arrow keys and they all perfectly usable in both schemes.

I am on the square labeled "5" in your diagram. Making only vertical or horizontal moves, how do I reach the square labeled "7"?
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Mike Mayday

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #82 on: November 25, 2008, 11:41:07 am »

Ah, right. I was cleverly enough thinking about using 4,6,8 and 2 for moving diagonally.
Yeah, I understand how it might be uncomfortable.
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Random832

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #83 on: November 25, 2008, 12:38:11 pm »

Ah, right. I was cleverly enough thinking about using 4,6,8 and 2 for moving diagonally.
Yeah, I understand how it might be uncomfortable.

I've played a game like that - it took some getting used to, and that was with a controller that wasn't attached to the screen and so could be rotated to make it slightly easier.
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Footkerchief

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #84 on: November 25, 2008, 12:42:53 pm »

Lode Runner 2, an isometric game, did something like that (with the diagonal controls) too.  Actually, I think the default controls were just QWAS, which was pretty intuitive and arguably easier to use than regular arrow keys.
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Mike Mayday

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #85 on: November 25, 2008, 01:37:14 pm »

Thankfully we can remap the keys, so even rotated cav. wouldn't be a problem on laptoks.
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JohnieRWilkins

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #86 on: November 25, 2008, 02:29:45 pm »

If the rhombus layout view was implemented, we'd need 8 versions of sprites (plus maybe walk/attack animations) for every unit or they'd just look horrible.

Here is how the 45degree view is made not to suck, I could totally see this working for DF:


Also, to piss you guys off more here is a classic example of the cavalier view:
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- But honestly, if you think
If we could miniaturize things, we would have everybody wielding drawbridges and utterly atomizing

Impaler[WrG]

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #87 on: November 25, 2008, 03:21:37 pm »

X-Com is THE quintessential Isometric projection not cavalier.
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Khazad the Isometric Fortress Engine
Extract forts from DF, load and save them to file and view them in full 3D

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Granite26

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #88 on: November 25, 2008, 03:27:25 pm »

XCom is the greatest, how dare you insult it?

Tormy

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Re: Presentation (Isometrics? Actually, that's "axonometric projection")
« Reply #89 on: November 25, 2008, 03:41:41 pm »

If the rhombus layout view was implemented, we'd need 8 versions of sprites (plus maybe walk/attack animations) for every unit or they'd just look horrible.

8 versions? Why? It can work with 1 sprite / entity.  ::)
Sure it's not looking that good with the 1 sprite method, but at least it's simple.
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