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Posts: 91

Where should I start? About how much work am I looking at? Lay it to me flat.

EDIT: Moved, didn't notice the 'Questions' forum

Posts: 395

Not sure if anybody here has transformed netgore into an isometric game, but I guess it would be a bit of work to convert it to isometric. Maybe some of the other guys can you help you get along with this.

Posts: 562

In principle, it's a piece of cake, in reality you're looking at a lot of hard work. Not fully sure where you'd start so I can't give you a full answer I'm afraid, but if I do think of something I'll let you know.

There are 10 types of people in this world - Those who understand Binary and those who don't.

Posts: 91

Maybe I'll end up starting with the editor.. Anyway, it will be a short while before I begin making the change but any further advice in the meantime will be greatly appreciated.

Posts: 91

*UPDATE* alright so I've decided to start prototyping in 2D top-down perspective until I have the experience to convert my game to 2D Isometric. More details in the announcements forum coming soon!

Posts: 23

I realize this thread is 6 months old but I'm starting an topdown iso game myself. Previously I used eclipse and simply used iso sprites instead of the regular ones & it worked fine. I wouldn't expect this engine to be any different.. I haven't gotten far enough to test it yet, still adding the sprites. I'm going to continue forward with this until someone gives me a reason that it won't work. Otherwise I will share my first successful attempt.

Posts: 2135

The biggest thing involved in making NetGore isometric, which isn't really that big, is adding support for "walls" that are rotated rectangles. There are tons of tutorials out there on how to do the collision detection for this - usually involves just line-line collision detection. Most of the rest (outside the editor) is just visual changes. Since NetGore doesn't even use tiles, it should be pretty simple. You can even start laying out an isometric map now by just using isometric sprites.

I recommend you make a simple map in isometric, do some additional tweaking to make it "feel" isometric (e.g. change the up/down/left/right to all be diagonal), and make sure you still like what you see. If you do, then try the collision detection changes. Let us know if you need help with implementing that.

Posts: 7

Just jumping onto this thread...

I'm new to NetGore but I am very interested in working in isometric as well. The, lets call it an 'engine', I worked with before was isometric, so it's what I'm already familiar with -- nothing against the top-down NetGore currently supports - I see that was added relatively recently ^^

I'm going to look into the modifications you mentioned Spodi, but my experience with NetGore and coding in C# is a bit non-existent at the moment so it's all been a slow learning curve, your comment is very reassuring though! I've made some progress in customization, but it's all been fairly minor to date.

If I figure anything out I'll let you know, but any resources that you think might help I'd be appreciative of ^^

Want to see my Project? It doesn't have a permanent name yet, and I'm still making the move to NetGore, but here it is!

Posts: 7

Hey all,

I'm still working out getting my character to move diagonally, but so far I've changed MoveRight and MoveLeft in Server.Character.cs, as well as MoveUp and MoveDown in Server.Character.TopDown.cs: What I did was replace the static "Velocity.X" and "Velocity.Y" with the +/- speed that's in the other value.

This all seems to work perfectly fine for NPC characters, but for the player character I seem to have issues - for one up and down seem to have reversed, and the left/right is ignoring any up/down modification.

I'll keep hacking at it, but if any of you have gotten this to work I'd be interested in hearing how.

Want to see my Project? It doesn't have a permanent name yet, and I'm still making the move to NetGore, but here it is!