Basically I'm using it for a realistic 'space' type movement, which is essentially top down but i'm translating it into 3/4 so to speak. So i guess it's not -truely- isometric.
It's mostly for the X/Y force type movement but with realistic bounces on collisions, those are hard to code with just events Otherwise I would.
If someone can show me a way of getting 'asteroids' type movement with control over the max speed, acceleration and deceleration which also has realistic bounces from collisions WITHOUT using the physics engine PLEASE TELL ME
Also, upon reading someone else's thread about physics collisions, i would like to also suggest, alongside with the collision toggle on and off, it would also be nice to be able to choose WHICH physics objects affect a certain physics objects collisions, for example a family of walls causes collisions whereas a family of say the player's limbs (if you're doing a ragdoll thingy) don't collide with each other.