History Main / IsometricProjection

11th Aug '16 12:14:43 PM htuttle
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* ''{{X-COM}}'' and its brethren.

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* ''{{X-COM}}'' ''[[{{VideoGame/XCOM}} X-COM]]'' and its brethren.
7th Aug '16 12:57:01 PM dotchan
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Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope [[note]]a 26.57° line is 2 pixels wide or tall, with the next part of the slope one pixel up/down or left/right in the perpendicular direction and a right angle triangle where one acute angle is 26.57° has a corresponding side whose length is exactly half of the length of the other side[[/note]]. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in ''VideoGame/{{Fallout|1}}'' and VideoGame/{{Fallout 2}} or ''VideoGame/SimCity 4''), where ''all three'' angles are different.

to:

Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope [[note]]a 26.57° line is 2 pixels wide or tall, with the next part of the slope one pixel up/down or left/right in the perpendicular direction and a right angle triangle where one acute angle is 26.57° has a corresponding side whose length is exactly half of the length of the other side[[/note]]. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in ''VideoGame/{{Fallout|1}}'' and VideoGame/{{Fallout 2}} or ''VideoGame/SimCity 4''), where ''all three'' angles are different.
6th Aug '16 5:46:07 PM dotchan
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Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope (a 26.57° line is 2 pixels wide or tall, with the next part of the slope one pixel up/down or left/right in the perpendicular direction) and a right angle triangle where one acute angle is 26.57° has a corresponding side whose length is exactly half of the length of the other side. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in ''VideoGame/{{Fallout|1}}'' and VideoGame/{{Fallout 2}} or ''VideoGame/SimCity 4''), where ''all three'' angles are different.

to:

Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope (a [[note]]a 26.57° line is 2 pixels wide or tall, with the next part of the slope one pixel up/down or left/right in the perpendicular direction) direction and a right angle triangle where one acute angle is 26.57° has a corresponding side whose length is exactly half of the length of the other side.side[[/note]]. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in ''VideoGame/{{Fallout|1}}'' and VideoGame/{{Fallout 2}} or ''VideoGame/SimCity 4''), where ''all three'' angles are different.
2nd Aug '16 8:41:02 AM dotchan
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* ''VideoGame/TacticsOgre''
* ''VideoGame/TacticsOgreTheKnightOfLodis''



* ''VideoGame/TacticsOgre''
* ''VideoGame/TacticsOgreTheKnightOfLodis''



** ''VideoGame/SoulNomadAndTheWorldEaters'' is the exception with full camera rotation. However, the camera still starts each battle at the angle the rest of the games use.

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** ''VideoGame/SoulNomadAndTheWorldEaters'' is the exception with features full camera rotation. However, the camera still starts each battle at the angle the rest of the games use.


Added DiffLines:

** ''VideoGame/TheGuidedFateParadox''
2nd Aug '16 8:37:20 AM dotchan
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Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in ''VideoGame/{{Fallout|1}}'' and VideoGame/{{Fallout 2}} or ''VideoGame/SimCity 4'').

to:

Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope.slope (a 26.57° line is 2 pixels wide or tall, with the next part of the slope one pixel up/down or left/right in the perpendicular direction) and a right angle triangle where one acute angle is 26.57° has a corresponding side whose length is exactly half of the length of the other side. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in ''VideoGame/{{Fallout|1}}'' and VideoGame/{{Fallout 2}} or ''VideoGame/SimCity 4'').
4''), where ''all three'' angles are different.
27th Jul '16 6:45:01 AM Morgenthaler
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* ''Sid Meier's SimGolf''

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* ''Sid Meier's SimGolf''VideoGame/SimGolf''



* ''{{Farmville}}'' (and for that matter most of the Flash games run by Zynga for Facebook)

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* ''{{Farmville}}'' ''VideoGame/{{Farmville}}'' (and for that matter most of the Flash games run by Zynga for Facebook)



* ''ReturnOfTheJedi'' (arcade game by {{Atari}} based on the movie)
* ''RollerCoasterTycoon'', the first and second games. The third is in full 3D, but still has an option to view the 3D landscape at an Insometric Angle.

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* ''ReturnOfTheJedi'' ''VideoGame/ReturnOfTheJedi'' (arcade game by {{Atari}} based on the movie)
* ''RollerCoasterTycoon'', ''VideoGame/RollerCoasterTycoon'', the first and second games. The third is in full 3D, but still has an option to view the 3D landscape at an Insometric Angle.
25th Jul '16 8:22:45 PM sampacm
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Added DiffLines:

[[AC:Others]]
* ''VideoGame/OneHundredPercentOrangeJuice'' uses this perspective for its boards.
4th Jun '16 9:52:59 AM nombretomado
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* ''VideoGame/KingdomHeartsChainOfMemories'' (the GameBoyAdvance version, not the {{PS2}} remake)

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* ''VideoGame/KingdomHeartsChainOfMemories'' (the GameBoyAdvance version, not the {{PS2}} UsefulNotes/{{PS2}} remake)
28th May '16 4:20:36 PM nombretomado
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* ''VideoGame/SuperRobotWars'' [[note]]Only some of them, and none of the original-timeline games. Hardware power seems to be the deciding factor: The PlayStation games use Isometric, while the GameBoyAdvance games use a top-down perspective, for example.[[/note]]

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* ''VideoGame/SuperRobotWars'' [[note]]Only some of them, and none of the original-timeline games. Hardware power seems to be the deciding factor: The PlayStation UsefulNotes/PlayStation games use Isometric, while the GameBoyAdvance games use a top-down perspective, for example.[[/note]]
25th May '16 6:26:25 AM Prfnoff
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* ''A-Train III'' and ''IV'' (first two games were top-down; most later games are full 3D, though ''A-Train: City Simulator'' for the UsefulNotes/{{Nintendo 3DS}} surprisingly uses the isometric viewpoint again). The Western PC version of the third game predates ''[=SimCity=] 2000'' as the first isometric game published by Maxis.

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* ''A-Train ''VideoGame/ATrain III'' and ''IV'' (first two games were top-down; most later games are full 3D, though ''A-Train: City Simulator'' for the UsefulNotes/{{Nintendo 3DS}} UsefulNotes/Nintendo3DS surprisingly uses the isometric viewpoint again). The Western PC version of the third game predates ''[=SimCity=] 2000'' as the first isometric game published by Maxis.



* ''TransportTycoon''

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* ''TransportTycoon''''VideoGame/TransportTycoon''
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