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Isometric 3D

90 bytes removed, 09:30, 9 October 2011
Modified headings, removed stub category, and tidied list of links
Yet the term Isometric is the most commonly used, as it suit for most of those 3D-looking games, so we'll use it as a whole, despite sometimes un-properly.
==Inaccuracy with old school Computers==
The isometric and most parallel projection originate from engineering, Architecture, design and technical drawing.
==Types of pseudo 3D "Isometric"==
====Asymmetric :====
X and Z axis form different angles with Y axis.
====Symmetric :====
X and Z axis form an equal angle with Y axis
==Masked Sprites and Elements==
A proper isometric render always need to get masked sprites so they may appear upon or behind other elements.
==Amstrad Plus==
Concerning the [[Plus| Amstrad Plus]] range, the extra features may be difficult to use in such an environment.
[[Operation Thunderbolt ( Cartridge )]] perhaps use some cosmetic cavalier perspective for the horizontal scrolling parts but it is more a CPC old game with "refreshed" graphics.
==Shadows==
Getting some Sprites a shadow on the floor is a nice way to ease the player's comprehension of the 3D effect and environment, yet it was rarely used.
**Hydrofool : as you float in an Aquatic environment, the game would be unplayable without this shadow (just look at the picture, yellow shadow...) to see your coordinates in the X/Z plane and judge at which height you are swimming.
==Video Modes==
The square pixels from Mode1 was usually preferred for real Isometric.
====Mode1 :====
In Mode1, the limited set of inks (only 4 ink) need a proper colour management.
**Alien highway / Highway Encounter
 
**H.A.T.E
 
**PacMania
 
**The Great Escape
 
**Attack Of The Killer Tomatoes
 
**Gauntlet III
 
**Molecule Man (also a bad game...)
**Bomb Scare
 
**Crystal Castles
 
**Fire Trap
 
**Bobby bearing : yet in this one, the sprites seem to be 2bpp coded as they actually use 2 colours+transparency (White+black for sprites, Darkblue and light cyan for scenery) or there is stil a 1bpp mask over a 1bpp sprite data, then colour are chosen when displayed. This makes the sprites even more apparent over the background despite still having a 1bpp flavour.
[[File:Iso mode1 comparison.png|frame|none|Gauntlet3, FireTrap, HeroQuest, Head Over Heels. Notice that Gauntlet's HUD is in proper 2bpp graphics to add insult to injury.]]
====Mode0 :====
Due to the larger set of ink, there is no problem to find one ink to get the mask.
By the way because of the wider pixels, you need bigger sprites to get some details with them, so those games are quite heavy to manage and often quite slow, but delightfull to the eyes...
==Level design==
The background elements being obscured by the foreground elements, a proper level design is needed so most crucial elements remain visible.
==HUD==
A problem with Isometric was the need to put HUD in corners of the screen.
Head over Heels and many Mode1 games deal well with this lack of colours with many palette changes from room to room. While the game only display 4 colours at a time on screen, those colours change often when you explore the levels
=ScrollingsScrolling==
*Few Isometric games actually included proper multi-scrolling as an Isometric engine is already quite heavy for the system.
==Control and Gameplay==
This leads to a strange and odd sensation as the levels are designed in "diagonals" on screen but the player would instinctively move mostly in up/down/left/right 2D fashion (X+Z axis at the same time).
==List of Amstrad "Isometric" and "Oblique" games :==
you can visit CPCpowers to get a list thanks to the "3d iso" keyword.
====='''Isometric examples :'''=====
(X and Z axis are oblique/diagonal on screen, Y axis is vertical on screen, diagonal ratio for the X/Z plane is 2x1)
====='''135x135x90'''=====
(a narrower isometric, rarely seen on Amstrad CPC, diagonal ratio for the X/Z plane is 1x1, mostly possible in Mode1 unless you use 1x2 Mode0 pixels)
====='''Flattened Dimetric examples :'''=====
(an even more flattened isometric, diagonal ratio for the X/Z plane is 4x1)
**[[Black Land]]
=====Various Symmetric=====
Those can tend to look messy, especially in Mode0.
====='''Cavalier perspective :'''=====
(X Axis is horizontal on the screen, Y axis is vertical on the screen, Z axis is oblique/diagonal on the screen)
====='''Various Oblique/Trimetric examples :'''=====
(X and Z axis are both oblique but with different angle = asymmetric...)
**Crystal Castles (Diamond Plateaus In Space).
==Pixel Art renewal and Isometric==
Isometric is often used in classic Pixel Art and is emblematic of it as it was the best way to display good looking pseudo 3D FX on old computer 2D systems.
==Modern day uses of Isometric Graphics==
Isometric 3D is still used in modern day, mostly to get an old-styled "Pixel Art" flavour.
==Links= '''Wikipedia's''' articles : [http://en.wikipedia.org/wiki/Graphical_projection| Graphical projection] [http://en.wikipedia.org/wiki/Parallel_projection| Parallel projection] [http://en.wikipedia.org/wiki/Isometric_projection| Isometric projection] '''CPC-Power :''' Just type "3d iso" in the research field to get a list of "Isometric" games. [[http://www.cpc-power.com/index.php?page=jeux| There it is]] 
===Wikipedia articles===
* [http://en.wikipedia.org/wiki/Graphical_projection Graphical projection]
* [http://en.wikipedia.org/wiki/Parallel_projection Parallel projection]
* [http://en.wikipedia.org/wiki/Isometric_projection Isometric projection]
[http://www.cpc-power.com/index.php?page=jeux&lenom=3D%20iso List of isometric games on CPC-POWER]
[[Category:Isometric 3D| ]][[Category:3D]][[Category:Stub]][[Category:Graphic]]
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