Spielerando

In an angled-view map the hero walks twice as far going up as going sideways

With a tilted diamond-shaped map, pressing a direction on screen and moving the same number of pixels is not the same as walking the same distance on the ground. Enemies, ranges and timers all drift out of balance. Here is which space the speed belongs in and how to convert both ways.

Why this works

The screen is only a picture of the ground, and distance lives on the ground. Working out speed there makes it equal in all directions, so ranges, chases and timings behave the same no matter how the picture is tilted.

When not to use it

You do not need it in a top-down view that is not tilted, where screen and ground are the same. Also drop it if the game wants speed to feel equal on screen, as in a flat arcade shooter.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "In an angled-view map the hero walks twice as far going up as going sideways" (read_entry rpg-isometric-ground-speed) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP