Pixelation

Critique => Pixel Art => Topic started by: Matriax on July 13, 2006, 09:06:06 am

Title: Problem with isometric tiles...
Post by: Matriax on July 13, 2006, 09:06:06 am
The image:

(http://img95.imageshack.us/img95/3627/isoball4xd.png)

Well in the first you can se a plataform of tiles, simple, but in the second if i put a "cube tile" over the plataform generate a rare efect you can see.

How i can solve it ¿?

C+C plz.
Title: Re: Problem with isometric tiles...
Post by: miascugh on July 13, 2006, 09:33:20 am
well, usually this is solved by using outlines for anything that protrudes from the surrounding plane. how tiles would have to look to get that effect done nicely i don't know, i've never tried. you could also use different colors for different heightlevels. like your baselevel is blue, level 1 green, and level 2 could be pink, 3 yellow, red, violet and so on, depending on what look you're going for
Title: Re: Problem with isometric tiles...
Post by: Matriax on July 13, 2006, 10:28:41 am
First thanks for the comments miascugh,

Well i make this proof:

(http://img92.imageshack.us/img92/4389/isoball26hz.png)

Can be a solve the method you said, but well i dont like very much(but if this que unique well, i finally will make this :) )

This graphics, tiles , etc.. are for a mobile game:

(http://img437.imageshack.us/img437/9885/cubioxp17fc.gif)

Is only a preview, and i not knows if the dimensions of the tileset is correct etc... by this the tiles are "low busy" XD . I making all the maps posibles to find problems how this.

I put any tiles if anybody would edit o make proofs to find a solution, etc..

c+c plz
Title: Re: Problem with isometric tiles...
Post by: miascugh on July 13, 2006, 10:56:08 am
nah, i meant to outline only those edges that don't connect to anything else, that  are "hanging in the air" so to speak (which is why i thought it might be tricky to get that effect with a minimum of unique tiles. maybe with a seperate layer for the outlines only that is automatically created by the engine or something), but you're right, that just wouldn't go very well with the style.
i'm pretty sure you can succesfully avoid this optical illusion through clever use of differently colored blocks. if you pull it off consistently the player gets a feel for it anyways
Title: Re: Problem with isometric tiles...
Post by: artisan on July 13, 2006, 11:14:34 am
what i would do is make the height of the cubes a bit shorter so they arnet exact cubes. this was you can see some of the tiles behind so you can tell its higher
Title: Re: Problem with isometric tiles...
Post by: Dusty on July 13, 2006, 11:56:27 am
Maybe shading to give depth?

EDIT: I noticed that shading wasn't solving other problems. So yes, outlining seems the way to go.

(http://img77.imageshack.us/img77/9853/isoedit6bm.png)
Title: Re: Problem with isometric tiles...
Post by: artisan on July 13, 2006, 12:15:41 pm
i think its suposed to be like this... js edited dustys a bit

(http://img20.imageshack.us/img20/7527/corect3wm.gif)
Title: Re: Problem with isometric tiles...
Post by: Dusty on July 13, 2006, 12:27:28 pm
Well, that just proves that it can indeed make it hard to see the intended structure. :)

EDIT: I saw you said you didn't want to use outlines, I honestly can't think of any other way other than very clever shading, which I don't think is going to be possible as it looks like you're going with very simplistic tiles.
Title: Re: Problem with isometric tiles...
Post by: AndyT on July 13, 2006, 01:36:52 pm
Why do you use cubes as blocks like that? Probably that's why most iso-engines use half the height for one block.
Maybe use a different ratio ... for example a 3:4 if you want a unique feel.
Title: Re: Problem with isometric tiles...
Post by: Matriax on July 13, 2006, 01:51:11 pm
About the diferent outlines, you need understand that all is made by tiles, isometric cube tiles, etc..

Quote
I saw you said you didn't want to use outlines, I honestly can't think of any other way other than very clever shading, which I don't think is going to be possible as it looks like you're going with very simplistic tiles.

Yes but i also said, if this is the unique form to solve this problem i wil be use.

AndyT,
Quote
Why do you use cubes as blocks like that?

¿?sorry i not understand you ¿?  ???

Quote
Probably that's why most iso-engines use half the height for one block.
Maybe use a different ratio ... for example a 3:4 if you want a unique feel.

Sorry i can't understand you, you said i no need make "perfect isometric cubes" i need make a raio 3:4 for solve this problem ¿?  ???

And this is of the gba game in isometric uses outlines:
(http://www.emumaniak.zel.pl/info/screeny/Final%20Fantasy%20Tactics%20Advance%20(E)%20%5B1194%5D(1).jpg)

And this is an image of marble madnes uses similar tiles etc..:
http://www.teaser.fr/~amajorel/marble/marble-all.png

My game is a combination of this, and arcade, you need solve puzzles(sokoban type), get keys, push bottoms, and you can change the state of the ball (solid, bouncing, buble), and you can broken "ice cubes" when you hace the solid state etc...

If i cant solve this, i simply try to evite this situations in the levels, to appears the minimun as possible.

Title: Re: Problem with isometric tiles...
Post by: AndyT on July 13, 2006, 05:07:48 pm
Sorry ... I'll try to be more clear:

And this is an image of marble madnes uses similar tiles etc..:
http://www.teaser.fr/~amajorel/marble/marble-all.png

Does it really use similar tiles? Take a look at 1. and 2. in the following image:

(http://70.85.24.196/~andyt/images/overpaints/isoball_op.gif)

If it was like your tile engine it would look like 2. ... but it looks like 1. in the screenshot.
So I'd suggest:
take a look at tutorials about isometric engines and write it so that you are able to create scenes like in the top-left corner.
This tutorial is a good example:
http://www.gamedev.net/reference/articles/article738.asp

Plus there are shadows in the screenshots so maybe that game isn't even tile based.
Maybe it is actual 3d just rendered like a tile-based game!?
Your scene would probably be more readable with shadows as well.
It is a really sloppy mockup in the bottom-right corner ... all messed up but I hope it gets the point across.
Title: Re: Problem with isometric tiles...
Post by: Matriax on July 13, 2006, 05:50:40 pm
Well. i mde a fast view and i encontered this:

(http://img178.imageshack.us/img178/1606/marble16pi.png)

And in the blue have the problem i said, and in the yellow is a little confuse. But i not view that you say thanks :) .

And i think the 1 is best option. I working now i make another screenshot, etc...

About the shadows well, this is another questions, first i will solve this, and after shadows, i make a proof of shadows and is also complicate make the tiles(i think).

(well with the problem of the tiles corrected, go to the shadows)

This is the firs try and i think the best option:

(http://img118.imageshack.us/img118/1867/creoquelasombraasi2om.png)

or this:
http://img118.imageshack.us/img118/4416/cubioxp32pi.gif
http://img50.imageshack.us/img50/5729/cubioxp32pi0hd.gif

Make the shadows one tile light and other dark how the tiles, or i make the shadows with same colour ¿?

You think is correct ¿? ¿what you think?

C+C plz
Title: Re: Problem with isometric tiles...
Post by: AlexHW on July 13, 2006, 06:17:38 pm
if you include some nice textures, the textures would help show the different levels.. for instance, one texture like a grass would have grass blades falling off the edges, which would help show where the edge is.
so, id suggest includeing some good textures which would help show the edges of the surfaces, because how you texture and edge is different than textureing the middle.
Title: Re: Problem with isometric tiles...
Post by: Matriax on July 13, 2006, 08:36:05 pm
Well with all this i have:

(http://img68.imageshack.us/img68/6962/isoball38ax.png)

Shadows only down of objetcs, etc... and with 2 types blocks and the shadows with 2 colors.

if you include some nice textures, the textures would help show the different levels.. for instance, one texture like a grass would have grass blades falling off the edges, which would help show where the edge is.
so, id suggest includeing some good textures which would help show the edges of the surfaces, because how you texture and edge is different than textureing the middle.

Yes i know with good textures, more colours etc...i can make the perspective and the level more good and minus confused, but for the moment i will try to make all the game with low detailed/low busy :) .

I making this not for a pay mobile game, i make this to learn and get the dinamic to make a mobile game, and well, when i finish i put screnshot and make a litle demo with 2 o 3 leves in 3 formats (128x128 / 176x208. and th other big resoluction i not remember now) and if any company like it and is interest i can improve the quality :) .
Title: Re: Problem with isometric tiles...
Post by: Conzeit on July 14, 2006, 10:21:29 pm
another thing you could do is using multiple patterns to diferentiate the leveles, as opposed to only using the checker one you have right now.

for example,

lvl=checkers

lvl2=zigazag

lvl3= stripes

lvl4=flat
Title: Re: Problem with isometric tiles...
Post by: Gil on July 18, 2006, 12:09:04 pm
Use gradients for the side walls?
Title: Re: Problem with isometric tiles...
Post by: Indigo on July 18, 2006, 07:00:45 pm
the most obviouse way to fix your depth problem is to use a dark outline around the protruding tiles.  I had to do this for my 72 hour entry.  The problem with this is if the program itself doesn't do this for you (which is possible, and i've done it before with coding) then it increases your tile count by about 4 times the size.  I started off with 28 tiles, but after adding the outline tiles i had 112.  (thats not including special tiles).  shadows would also help - as mentioned earlier, but thats many many more tiles your talking about for the same texture.