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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Introduction + Isometric collision detection
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A_Rival
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« on: July 16, 2010, 11:58:10 AM »

Hey everyone!  First time post.

I am a late-20s game enthusiast trying to get into game design/development.  I also do a ton of music stuff.

Basically, I'm looking for people who have successfully done collision detection in an isometric environment with multiple floors.  If any of you guys could provide some insight, that'd be grand!

If you're still curious, you can check out some of my current music stuff here:
http://rivalrivalrival.bandcamp.com

Thanks for reading!

-A
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Tycho Brahe
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« Reply #1 on: July 16, 2010, 12:38:43 PM »

Hi! welcome.

I'd recommend looking into simple tile based collision, after all, that's all isometric is.

For a bit of clarification though, you're looking for 2d collision, but with different levels? also, how accurate collision are you looking for, simple box based or with more complicated shapes and sizes?

in any case, have you tried metanet's collision detection/resolution tutorials? if not: http://www.metanetsoftware.com/technique.html

(I've just remembered, you can introduce yourself here as well:http://forums.tigsource.com/index.php?topic=45.0)
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Skofo
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« Reply #2 on: July 16, 2010, 12:40:35 PM »

If you already tried coding it yourself, it would help if you told us what you tried so we know exactly where you have problems.

The basics of what I would do is to code the movement/collision system as though it were a regular up/down/left/right top-down thing, then code an isometric view for it. So if a character moved up in the movement system (increasing the y value) then the character in the view would move something like left-up (increasing the y value, decreasing the x value). It's a lot simpler to deal with collisions and visualize things and map things this way, since you don't have to constantly deal with diagonals. If you know how to code a 2D Zelda movement/collision system after setting that up, then you're pretty much set. If not, tell us!

Really nice music, by the way. I think it's a given that whatever game you make, it'll at least sound great. Smiley

EDIT: Seriously, I didn't know that chiptune hip hop could sound this good.
« Last Edit: July 16, 2010, 01:46:05 PM by Skofo » Logged

If you wish to make a video game from scratch, you must first invent the universe.
A_Rival
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« Reply #3 on: July 16, 2010, 02:23:51 PM »

Thanks for you answers, guys!  Glad you enjoy the music, too!

http://gist.github.com/478997

Here is a snippet of my code... right now, only collisions on the Z axis work; the z-axis in this case is what would normally be the Y axis in a normal 3D program.

I've upload a short little demo of what I have so far.  WASD + Space bar to jump.  Obviously, it has a double jump coded in, since I made it.  :D
http://planetskill.com/iso/

Thanks a bunch!

-A
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