View Full Version : Isometric Camera ?

10-25-2012, 04:36 PM
:)1st off I would like to apologize if there is already a thread about this, I did use the forum search feature.
I am new to LBP so go easy on me but looking around I have seen a few styles of camera angles for games. One that I am really interested to use in my level is a Isometric view (diablo2,torchlight,baldur's gate,ect). I experimented with camera but really cant seam to get it right.

The closest I got looked nice but then the width of the level was so small, there was little room for exploring a 3D space. I have seen some fantastic top down games which seam to use the background as the 'ground' of the level they offer huge spaces to explore. but I haven't seen any isometric games. I was just wondering if anyone knows of a way to get an isometric camera with a large play space. Thanks for anyone's time in advance I am looking forward to responses as I'm sure there is a simple way to do it!


10-28-2012, 04:43 AM
Going to make a top down game, huh? Well, your going to be stuck with whatever you can accomplish with the in game cameras. You can get some pretty good angles, especially if you rotate and tilt the camera. It's really not that limiting, and you could easily work with that.

As far as the play space goes, unless you are making your characters massive, I don't see why this would have to be any smaller than any other top down level. Maybe I just don't understand that aspect of the question?

10-28-2012, 08:41 PM
I'm not quite sure I understand what the problem is either. I suggest that you experiment with movie cameras and its extra settings if you can't get the look you want from game camera. Personally I hate using movie cameras (they're such a pain) but I think they often look nicer.

10-30-2012, 03:00 AM
I'm currently making a massive top down 1-4 player rpg. For the camera, just try tilting it with the right stick and rotating and zooming it by holding L and using the right stick until you get the view you want, if that's what your trying to do. As for level space, I broke up the map into large chunks and then I just emit/destroy them so that when you get to the end of the area, it is destroyed and the next area is emitted.