[HN Gopher] A modular system for isometric pixel blocks
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A modular system for isometric pixel blocks
Author : blinding-streak
Score : 21 points
Date : 2023-01-12 11:44 UTC (1 days ago)
(HTM) web link (c6y.github.io)
(TXT) w3m dump (c6y.github.io)
| blueblimp wrote:
| This seems to be just one approach to the problem. To my taste,
| the way they're drawing the vertical lines is ugly (because of
| the asymmetry), so it made me curious how notable professional
| isometric pixel art has solved the problem.
|
| I checked two games: Rollercoaster Tycoon 2 and X-COM: UFO
| Defense. Interestingly, they solve the vertical line problem in
| the same way as each other, but it's in a different way from the
| link.
|
| In those games, instead of having an explicit line border, the
| line is implied by a shading difference between the two faces,
| which eliminates the asymmetry. Additionally, the corners at top,
| middle, and bottom are 4 pixels wide instead of 2.
|
| (This strengthens my conviction in the following rule of thumb:
| when it comes to art, it's better to study professional work I
| like than to trust a guide.)
| sublinear wrote:
| > Dual Pixels sit at the heart of the isometric grid. They
| encapsulate the 2/1 proportion inherent to isometric pixel art.
|
| Honestly I never thought about this, but that's really neat.
| choeger wrote:
| I don't get the tiling. Cells are 7x7 dual (?) Pixels yet they
| can be divided by 2,3 and 6?
|
| Cubes are 4x4x4 cells yet can be divided by 3?
|
| How does that work out?
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(page generated 2023-01-13 23:00 UTC)