the concepts are very simple for isometric. You simply need to define an isometric grid, which should be fairly easy to do if you have to define your own map (basically, if you can set up squares, you can set up diamonds) and then you have to set your characters to follow the proper grid.
firstly, if you are using a program that locks you into a square grid, you need to essetially "disable" the following tiles to get the proper grid:
1:1 isometric ("planometric" - used sometimes) 2:1 isometric ("standard" - used in most games)
O . O . O . O . O . O . O . O . O . O . O . . . O . . . O . . . O . . . O . . .
. O . O . O . O . O . O . O . O . O . O . . O . . . O . . . O . . . O . . . O .
O . O . O . O . O . O . O . O . O . O . O . . . O . . . O . . . O . . . O . . .
. O . O . O . O . O . O . O . O . O . O . . O . . . O . . . O . . . O . . . O .
O . O . O . O . O . O . O . O . O . O . O . . . O . . . O . . . O . . . O . . .
From there is is as simple as telling you character which squares they can and cannot walk on, and assign the character to move along them.
Really it's not much different from a square based setup
« Last Edit: April 28, 2007, 12:40:34 pm by Adarias »

Logged
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.