I've been messing around with the isometric map on BYOND. While I find it looks really cool, I spend more time fighting with the pixel offsets and layers trying to make it actually look like the person is going up and down, and I can't seem to win. I think we need more (easier) control over the layering.
Anyways,
here are some isometric graphics, and some code below to get you started if you want to give it a try. If you want the guy to go up and down the map, you'll have to mess with Enter/Entered/Exited etc, whatever you prefer, and modify the players pixel_x and pixel_y.
All credits for the graphics go to
Cuddlebear, except the player with the shadow facing the wrong direction. That guy goes to whoever the guy is that pops up when you google "free isometric graphics".
world map_format = ISOMETRIC_MAP icon_size = 80 view = 6
turf tileset icon = 'isometric_graphics.dmi' world low icon_state="low" medium icon_state="medium" high icon_state="high" medium_ramp icon_state="medium-ramp" north{dir=NORTH} south{dir=SOUTH} east{dir=EAST} west{dir=WEST} high_ramp icon_state="high-ramp" north{dir=NORTH} south{dir=SOUTH} east{dir=EAST} west{dir=WEST} steep_ramp icon_state="steep-ramp" north{dir=NORTH} south{dir=SOUTH} east{dir=EAST} west{dir=WEST} medium_corners icon_state="medium-corners" north{dir=NORTH} south{dir=SOUTH} east{dir=EAST} west{dir=WEST} medium_corners2 icon_state="medium-corners2" north{dir=NORTH} east{dir=EAST} west{dir=WEST} high_corners icon_state="high-corners" north{dir=NORTH} south{dir=SOUTH} east{dir=EAST} west{dir=WEST} high_corners2 icon_state="high-corners2" north{dir=NORTH} east{dir=EAST} west{dir=WEST} tree icon_state="tree" low_bump icon_state="low-bump" medium_bump icon_state="medium-bump" mob/Login() ..() icon='isometric_graphics.dmi' icon_state="player"
|