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Turns orthogonal images into isometric spritesheets.

As of this release (v1.0) it is limited only to size 128x, 64y tiles.

Download: IsometricTiled.zip

Source: Pastebin (IsometricTiled.cs)

 

 

Generic on-use UI

copypastenotuploading.png

 

✔️ Render Background, Arrange Tiles by Orthogonal Position

image.png

 

Having 'Arrange tiles by orthogonal position' unchecked makes tiles arrange in columns, having it checked however, it tries to keep some semblance of its original position. This makes reassembling the image much easier.

 

✔️ Render Background, ✔️ Arrange Tiles by Orthogonal Position

1QDQ5et.png

 

I made this because I'm working on a project that uses isometric tiles, and this way I can paint trees normally, then slice them into tiles and import them into Tiled for making game maps.

 

xmCk3L5.png

 

Issues

 

There is an issue I've not been able to resolve. If the canvas is not large enough to fit all the tiles they will not be added to the canvas.

Furthermore, while this isn't an issue it should be noted that if the background is not transparent, the plugin will recognise the background as a tile and copy it as one.

 

Lastly...

 

This is my first plugin for paint.net, and the first thing I've ever published.

It was made just for me, so it's missing a few features that I can live without, like the option to change tile dimensions and the background colour.

I'll add the option to change tile dimensions sometime later but for now I really want to get back to working on my project.

 

 

 

Edited by Mallaboro
  • Like 4
  • Upvote 5

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<3 @Mallaboro

 

Welcome to :PaintDotNet32:family. Hopefully you'll have a lot of fun, too. Thank you for the sharing.  :cake: :coffee:

Edited by Seerose

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I'm curious why the tree needs to be split into isometric tiles. I take it everything in Tiled must conform to tile shapes or something.

Edited by Joshua Lamusga

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I've never made an isometric game, so I wouldn't know if it's normal to draw multiple sprites to compose one static image, but what I'm suggesting is that the tree shouldn't be split into isometric tiles at all, and the game tile & draw logic should accommodate untiled objects. I suppose it's a restriction of the Tiled software I'm not familiar with right now.

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