Pixelation

General => General Discussion => Topic started by: pi on June 26, 2006, 03:30:24 pm

Title: Isometric tile help
Post by: pi on June 26, 2006, 03:30:24 pm
I did some research and found on http://www.spriteart.com/main.html that this(fig.1) is the best shape in isometric construction because of the mathematically correct shape. But I can't seem to get them to fit properly. It seems to either grow or shrink in size(fig 2 and 3) when put them together.
 (http://i9.photobucket.com/albums/a64/Meat-puppet/pixelhelp.jpg)

Can you guys help me with this? I'd be glad.

Edit; Sorry for the bad quality on the picture but I hope you can see what I mean.
Title: Re: Isometric tile help
Post by: ndchristie on June 26, 2006, 04:12:12 pm
the problem arises from the shared outline.  the wway you are trying to puyt it together, your tiles dont overlap at all, so they are wonky.  the top 1px outline of each tile should cover the bottom 1px outlines of the two tiles above it.  hope this helps :P
Title: Re: Isometric tile help
Post by: robalan on June 26, 2006, 04:22:02 pm
Yep, what Adarias said.  Also, a helpful hint: never save pixel art as .jpg.  It corrupts the pixel-level detail horridly.  .gif and .png are what most people tend to use around here.  Welcome to Pixelopolis!
Title: Re: Isometric tile help
Post by: pi on June 26, 2006, 05:27:19 pm
I think i get what you mean; only one of the lines per direction(right and left) belong to the tile?

I illustrated the way I thought you meant, tell me if I'm right.

(http://i9.photobucket.com/albums/a64/Meat-puppet/pixelhelp.png)

Also. You see I put the specifications in X and Y. But if this would be mathematically correct, wouldn't it be 32 and 16?

Title: Re: Isometric tile help
Post by: Skull on June 26, 2006, 06:33:39 pm
Also. You see I put the specifications in X and Y. But if this would be mathematically correct, wouldn't it be 32 and 16?

Yes.. you see, there needs to be two pixels on the top.. look at the outline, it's a 2x1 view.. with 2x1 at each side but 4x1 on top and bottom.
Title: Re: Isometric tile help
Post by: pi on June 26, 2006, 06:48:54 pm
I don't understand what you're saying Skull. Is it wrong?
Title: Re: Isometric tile help
Post by: Skull on June 26, 2006, 07:21:25 pm
I don't understand what you're saying Skull. Is it wrong?

Normally, I'd say yes, but What you've done with the dark at the top works together..
Title: Re: Isometric tile help
Post by: ndchristie on June 27, 2006, 03:21:13 am
here is a picture to better explain, sorry im not v good with words :P

(http://img58.imageshack.us/img58/8623/untitled2ar1.png)

hope it helps, if you stay here for awhile youll find how much i <3 iso ^^
Title: Re: Isometric tile help
Post by: pi on June 27, 2006, 09:27:21 am
Thank you guys. I get it now ;D
Title: Re: Isometric tile help
Post by: DrDerekDoctors on June 27, 2006, 04:45:35 pm
Of course, they don't have to overlap. You could use tiles which are 1 pixel shorter, which means you don't get the horrid nobbly doubled-up bits at either side. That's what I used for Head Over Heels (ob-whore) http://retrospec.sgn.net/games/hoh/ss/moon5.gif. Certainly didn't have any tiling problems on that game.
Title: Re: Isometric tile help
Post by: pi on June 27, 2006, 05:42:59 pm
DrDerekDoctors;
May I ask what program you used when you made this? And also... does it take alot of scripting knowledge(c++, java etc.)?
Title: Re: Isometric tile help
Post by: pi on July 07, 2006, 12:39:36 pm
Ok... I still need a little help here.
Quote
The second style is perfect in a technical aspect. You do not have to overlap any pixels whatsoever while constructing your surface area, which means that you will have no trouble keeping track (in an engineering or an art mockup sense) of possible overlapping outlines.
taken from http://www.spriteart.com/main.html karen's tutorials
This is the weird part because the tiles I posted is the ones she's talking about. and obviously I need to overlap.
Title: Re: Isometric tile help
Post by: DrDerekDoctors on July 07, 2006, 08:58:04 pm
DrDerekDoctors;
May I ask what program you used when you made this? And also... does it take alot of scripting knowledge(c++, java etc.)?

Ooh, crap, sorry. Missed this reply. I did 'em all in Paint Shop Pro 5 - and the code was written in C by a chap called Tomaz Kac.