Thanks. I've tried oblique projection, cavalier projection and cabinet projection as well. There's doesn't seem to be many games made with that style I think. At least from what I can findSee: Paperboy (1985)
This type of projection is typically called oblique projection. You'll have more luck looking up examples if you use the proper terms.
Ultima 6/7Thanks. I've tried oblique projection, cavalier projection and cabinet projection as well. There's doesn't seem to be many games made with that style I think. At least from what I can find
Zombies ate my neighbours isn't the same projectionUltima 6/7
Zombies Ate My Neighbors
Prince of Persia
Simcity
Pac-Mania
There's plenty of games that use this kind of projection.
Thanks I will check them outSurprisingly enough, this perspective is more frequently used by side scrollers than by top-down games.
If you want to easily see tons of examples, look for Beat 'Em Up games created during the NES and SNES eras. Double Dragon. Teenage Mutant Ninja Turtles. Battletoads. Most 2D Beat 'Em Ups use this perspective to some extent.
Oops, you're right about that. Must've gotten it confused with something else. The other games I listed still are, though.Zombies ate my neighbours isn't the same projection
I was using objects and it was the speed that was the issue. I wanted much bigger rooms and found large rooms lagged too much.@mar_cuz hey man i see that you couldn't make isometric to work out, is it because of the tiles depth? I'm tempted to change the projection too.
I'm using tiles and don't have issue with speed. 300-500fps with 1600 tiles(adding grass, rocks and items would double that though), i delete them when they are outside of view and place them again later(chunk system).I was using objects and it was the speed that was the issue. I wanted much bigger rooms and found large rooms lagged too much.
Yeah i was doing it too but lately i learned that diablo2 had 5x5 grid cells inside each terrain tile image(160x80 pixels), each small one having it's own value if passable or not. This way i can have very small objects and the player can walk(or jump) right next to them.Depth and clipping wasn't an issue because I made the collision mask larger than the width of the walls so the player couldn't get close enough to clip through.