Game Maker Snap To Isometric Grid

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Game Maker Snap To Isometric Grid Rating: 5,9/10 754votes
3d Isometric Games

I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)? After a few days of researching, I found a solution to this particular transform. This is much more mathematical than program-oriented.

Therefore, I will be using pseudo code. Now, given a screen coordinate (x,y), we first want to represent (x,y) respected, or fixed, to the world, not the screen. For example, my game use the top-left most corner of isometric map as (0,0). So anything representation of coordinates in this game will be respected to this world.

This Quick Tip will show you – in just a few easy steps – how to make an useful isometric grid. You will learn how to use the Rectangular Grid Tool with the 'SSR. Flash Memory Toolkit Full Version. Isometric grid based movement script (15 votes) An isometric grid based movement example. Emc Unisphere Client Software. Handles collsions and everything.

Therefore, the new coordinate is calculated like this: inputWorldCoordXY = inputScreenCoordXY - drawOffsetXY where drawOffset in my program is the screenCoordXY of the top-left most corner of my isometric map. The reason we do this is because we want an isometric world coordinate system, not isometric screen coordinate system. As of what we have done so far, we have a cartesian world coordinate system, but we want a projected, or isometric, world coordinate system. To accomplish this, I'd like to start with the theory behind it.