Is Dink isometric?
The tiles are square, which makes sense to me. The sprites are not. Nor are they at 45 degree angles to... anything in particular.
I was wondering if there's a reason for this, as it makes setting up hardness a pain. Is it just to make things prettier?
Compare "The Sims", which is entirely isometric. Wouldn't stuff be way easier this way? Or am I missing something?
BTW, I have read the tutorials faq concerning hardness, and have seen various tricks used to make sure Dink can't walk through stuff, or bee seen when he's behind stuff.
The whole reason for this I am thinking of doing a re-vamp of the entire graphics set (pallette and everything) for a DMOD.
I was wondering if there's a reason for this, as it makes setting up hardness a pain. Is it just to make things prettier?
Compare "The Sims", which is entirely isometric. Wouldn't stuff be way easier this way? Or am I missing something?
BTW, I have read the tutorials faq concerning hardness, and have seen various tricks used to make sure Dink can't walk through stuff, or bee seen when he's behind stuff.
The whole reason for this I am thinking of doing a re-vamp of the entire graphics set (pallette and everything) for a DMOD.
: The tiles are square, which makes sense to me. The sprites are not. Nor are they at 45 degree angles to... anything in particular.
: I was wondering if there's a reason for this, as it makes setting up hardness a pain. Is it just to make things prettier?
: Compare "The Sims", which is entirely isometric. Wouldn't stuff be way easier this way? Or am I missing something?
: BTW, I have read the tutorials faq concerning hardness, and have seen various tricks used to make sure Dink can't walk through stuff, or bee seen when he's behind stuff.
: The whole reason for this I am thinking of doing a re-vamp of the entire graphics set (pallette and everything) for a DMOD.
: I was wondering if there's a reason for this, as it makes setting up hardness a pain. Is it just to make things prettier?
: Compare "The Sims", which is entirely isometric. Wouldn't stuff be way easier this way? Or am I missing something?
: BTW, I have read the tutorials faq concerning hardness, and have seen various tricks used to make sure Dink can't walk through stuff, or bee seen when he's behind stuff.
: The whole reason for this I am thinking of doing a re-vamp of the entire graphics set (pallette and everything) for a DMOD.
dang... back button wiped it all
Yes, Dink is meant to be isometric. I got that from Justin Martin (the guy who did the original graphics). Camera angles... he couldn't be specific - bird's eye view. He's suggestion is to do lots of test renderings to match. But if your creating graphics from scratch you are free to choose your own angles.

Yes, Dink is meant to be isometric. I got that from Justin Martin (the guy who did the original graphics). Camera angles... he couldn't be specific - bird's eye view. He's suggestion is to do lots of test renderings to match. But if your creating graphics from scratch you are free to choose your own angles.

: The tiles are square, which makes sense to me. The sprites are not. Nor are they at 45 degree angles to... anything in particular.
: I was wondering if there's a reason for this, as it makes setting up hardness a pain. Is it just to make things prettier?
: Compare "The Sims", which is entirely isometric. Wouldn't stuff be way easier this way? Or am I missing something?
: BTW, I have read the tutorials faq concerning hardness, and have seen various tricks used to make sure Dink can't walk through stuff, or bee seen when he's behind stuff.
: The whole reason for this I am thinking of doing a re-vamp of the entire graphics set (pallette and everything) for a DMOD.
Wow, and I thought I wasn't going to post here for a long time, but this is a really good question.
I think the creators made many of the sprites in an isometric view to give them a better sense of depth or something. The size of some objects, such as houses might have been hard to gauge... or something. Only the original Dink artist knows.
I would NOT recomend trying to do the game with completely new graphics. Several people have tried, and they can tell you it's pretty much not worth it.
Doing everything in an isometric view would also be a bad choice, as whether objects appear behind or in front of things depends on the y-axis. You'll find this becomes a real problem if Dink tries to walk behind an isometric wall. Tricks can work some of the time, but it might become frustrating to do it all the time. Plus, the fact that Dink works in one rectangled screen at a time may also be awkward to work with.
: I was wondering if there's a reason for this, as it makes setting up hardness a pain. Is it just to make things prettier?
: Compare "The Sims", which is entirely isometric. Wouldn't stuff be way easier this way? Or am I missing something?
: BTW, I have read the tutorials faq concerning hardness, and have seen various tricks used to make sure Dink can't walk through stuff, or bee seen when he's behind stuff.
: The whole reason for this I am thinking of doing a re-vamp of the entire graphics set (pallette and everything) for a DMOD.
Wow, and I thought I wasn't going to post here for a long time, but this is a really good question.
I think the creators made many of the sprites in an isometric view to give them a better sense of depth or something. The size of some objects, such as houses might have been hard to gauge... or something. Only the original Dink artist knows.
I would NOT recomend trying to do the game with completely new graphics. Several people have tried, and they can tell you it's pretty much not worth it.
Doing everything in an isometric view would also be a bad choice, as whether objects appear behind or in front of things depends on the y-axis. You'll find this becomes a real problem if Dink tries to walk behind an isometric wall. Tricks can work some of the time, but it might become frustrating to do it all the time. Plus, the fact that Dink works in one rectangled screen at a time may also be awkward to work with.