> 45 degrees
...30 degrees. Well, 35.264 degrees to be exact.
In any case, that'd work for floor tiles but anything with height looks crappy with that effect. It's not how isometrism works.
It depends on the angle of the tiles, yes 30 degrees is the standard measurement, and 26.565 is for pixel perfect. You can set the angle to what ever you want, and adjust for it in the zoom.
Im not sure what you mean by effect, the angle, or layer rotation?
> iso behaviour would be nice, since all iso stuff is pretty much doing the same thing.
Just occurred to me: wouldn't be the Grid Movement be really helpful here?
I tried and it lacks some really simple stuff to work.
-instant displacement if speed is set to zero (having a really large speed works but it's kind of inelegant).
-move vertically AND horizontally: currently you can tell it to move either vertically or horizontally. Custom grids can take any shape but they're regular and you can always fit them into a square grid with some redundance. In an iso grid you'd move 1down+1left, 1up+1right, 2left or 2right. The grid would be half the width of a tile and the height of a tile, centered on a tile.
With vertical+horizontal grid movement you can even do hexagonal tiles or any weird regular discrete mappings you can come up with. No idea about Z though if it's a multiple of tile height it would work with this too. Maybe a custom movement axis?
Perhaps this is simple enough to implement?
Yeah grid movement has exactly what we need for movement, just needs a few more commands to be useful.
Then again if you wanted a Diablo-esque type of game all you would need is the rts behavior.
That is if you use the layer rotation way I posted.