How does that turn into isometric?
Basically what happens is that when you launch the game and the Mode7 kicks in, it rotates the grid and distorts the tiles. Which means that any diagonal line becomes vertical, and any vertical/horizontal line becomes, well, isometric.
As you may also notice this is a legit mapping style by itself as well, so if for some reason you do not wish to use the isometric style, you can use this tiles in a straight grid as well.
What does a tileset look like?
Like this:
Spoiler[url=https://forums.rpgmakerweb.com/index.php?attachments/outside_c-png.96270/&temp_hash=4f66cdfa10c7c9a7873015d28c00ba4c]
As you can see these tiles take up a lot of space, so your tilesets will have to be much more selective, which means you'll probably will have to have 2 or 3 Outside Tilesets for a complete game.
Fortunally not all sprites must be drawn like this. You can use tiles as characters and they will be placed straight up. This will be essencial for your mapping, as the engine at the current point still has a lot of limitations.
Here's how a character tileset looks like:
Spoiler
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Anything you wish to have be placed straight up you must put it into a charset, as if it were character.
How will I know how to do maps?
In the Demo itself there will be very simple explanations on how I do my maps and how I use the tiles. You can also come up with your own techniques, which may be better than mine.
LIMITATIONS
The project is still very under-developed and I did the best I could with the resources available, so there still are some limitations that may or may not be addressed in the future:
Here's a Big screenshot of a finished map:Spoiler[url=https://forums.rpgmakerweb.com/index.php?attachments/2-png.96267/&temp_hash=4f66cdfa10c7c9a7873015d28c00ba4c]
A Final Word
I was planning on releasing this a bit further ahead, but seeing I was dragging the development on converting the tilesets I decided to release this very early version, so that you guys could give it a go and try it out. I know this is a very desired feature for RPG Maker, so I thought I shouldn't be holding on to this for too long. Who knows when I'd have everything finished? There are a lot of tiles on the RTP, and I can't always work on this.
Although I would certainly like to provide you on this engine with as much content as possible, it does take some time to convert the tiles, organize them and get them working on the engine. So if there's any of you who would like to help on this project you are very welcomed. There's no need to sign up or anything. You can make your contribution and PM me if you wish me to add it to the demo. You can also leave contributions on the comments below. Any help is appretiated, since I'm not making this for myself, but as a contribution to the comunity, you guys.
-Contributions-
Spoiler
malonkey1
Spoiler: Stepping behind Buildings
First, create a parallel event that tracks what region your character is in: Spoiler
View attachment 109341
Then create events for each building. These events need to have two identical pages, one with priority BELOW, and one ABOVE to make sure the overlap changes. Then set it to a region value. Priority for this starts from the bottom right of the map, increasing as you go up and left. Direction fix would be best, just in case. Spoiler
View attachment 109342
Then make the map. Make the actual ground squares you want the building to occupy impassible, and then put down region tiles where you want the buildings to overlap on top of your character. Remember, if you're in Region 3, then the Region 2 and 1 buildings will ALSO be ABOVE. Spoiler
View attachment 109344
It's a little fussy, the buildings kind of shift a little bit, and I had to use Yanfly's Event Sprite Offset to fine tune the position of the events, and it's not perfect. The Offset appears to be in relation to the window, and not the map, so keep that in mind and adjust accordingly. You should be able to get similar results with Yanfly's Doodads plugin, too, but I haven't tested with it. Keep in mind that you can't actually step on these if you do it this way, so you'll want to actually map in the parts you intend your players to walk upon. Happy mapping everybody! EDIT: Quick tip for the isometrics, and this might vary a little depending on your Mode7 setups, but "squares" on the map are 32px vertical (up off the map), 32px North-South, and about 55.3̅3̅3̅ East-West
Feel free to ask questions, comment, or just tell me what you think about this.
Thank you so much for reading this. I hope you enjoy this project and hopefully we can work together to improve it.
Cheers!
LINK TO DEMO
Unfortunately I have lost the file. There are much better ways to do Isometric games using MV at the moment though, such as the 3D MV plugin.
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