ISOinteractive
ORDER Product | Overview | Shockwave Sample | CME | Behaviors | Handlers & Funtions | FAQ | Requirements | Printable | PDF

 

Topics


Updates!
Read then Download Updates for the engine and new behaviors Here! (updated 03.03.2005)

Download Authoring Demo (updated 10.17.2004)
Overview & Packaged Contents
Shockwave Sample (Internet connection Required)
FAQ (Frequently Asked Questions)
Using the Collision Map Editor
Using the Behaviors
Handlers, Functions & Properties
Minimum Requirements
Printable Version (all content on one page)
PDF Version

 

Overview & Package Contents


The ISOinteractive Studio is software and additional components that allow rapid development of cross platform Isometric development for communications (such as multi user), games and other interactive online, downloadable or CD/DVD environments. Although it is a stand alone product, the various files it exports is designed to be used as added functionality Macromedia Director projects.

The ISOinteractive Studio is simple to use and designed for beginner as well as more advanced Macromedia Director users. In fact, we designed application with Macromedia Director and Macromedia FLASH users in mind. With the new Macromedia Director MX 2004 it is very easy for FLASH (or Director) users to understand how the ISOinteractive Engine works and effectively incorporate a powerful game engine with current work.

The Macromedia Director MX 2004 is incorporates the MX 2004 interface and work flow. There is also the ability to cross platform publishing, sprite naming and most importantly (for Director, Web and FLASH developers) a choice of scripting languages. This would be the standard LINGO and now JavaScript. The feature provides a more common language and syntax between Macromedia Flash MX and Macromedia Director MX 2004.

On a given project, avatars (or characters) could be created in a isometric (rendered 3D or semi-3D) environment. With the Collisions Map Editor (Part of the ISOinteractive Studio), borders or walls can be added to function as a map for collision detection. Individual or multiple avatars can then walk from point “A” to point “B” while navigating around the borders or walls created.

Notice there are 2 modes “Blocks Mode” and “Avatar Mode”. It can switch back an forth as needed. The “Block Mode” shows paths and the “Avatar Mode” shows walking and additional options.

Walk paths are generated all by the ISOinteractive Engine so no programming knowledge is required. In addition there are no Xtras required. This gives a seamless user experience with out the interruptions of downloading additional components from the web.

The ISOinterctive Studio is actually three different types of products rolled in one package. These three items are the Collision Map Editor or CME, the ISOinteractive Engine and the ISOinteractive Behaviors.

 

FIRTS
The first item is the Collision Map Editor or CME. This application stand alone CME it pronounced as “See Me” ,because it allows you to see avatars in walking action. Any way, the CME allows you import a background graphic (usually isometric or rendered 3d in nature) and actually draw out and edit borders or walls for collision detection. The CME incorporates a number of additional documented functionality as well.

CME Functionality:

Import Images for background or environment
Save the entire project for later use (.IIP file or ISOinteractive Project)
Export the map as a .CST file to user with Macromedia Director (main feature)
Export the map as a .TXT file to be used in other programs
Export the Grid Image as an Image (used for comps)
Choice of 13 different sizes of tiles or grids (use for more detailed walking paths)
Block and unblock tiles for collision detection
Change settings for graphical display of elements
Built in ISOinteractive Engine to display path generation and avatar walking algorithms (this has a number of additional features to allow path tracing, path interpolation or walking features and debugging)
Help section that links out to this help file and opens the samples folder with a number of projects already included

 

SECOND
Is the smallest item (14k) and also the most important, the ISOinteractive Engine. This Engine allows all the functionality to take place. In fact the ISOinteractive Engine was built from the ground up and offers a wider range of functionality compared to most similar technologies.

The ISOinteractive Engine is developed to extend the size of the entire background area (what ever shape it is) vs. limiting it to per determined shapes (such as diamonds or squares). It also has a number of useful pieces of functionality built in that extend beyond the traditional isometric engine capabilities.

The ISOinteractive Engine is designed as a LDM (Linked Director Movie) in order to take advantage of ISOinteractive Director behaviors as well as direct communication through handlers, functions & properties. The ISOinteractive Engine is not an Xtra and does not require any additional third party Xtras to work. So this advantage allows simple online and offline usage as well as cross platform compatibility.

After functions are set up and working properly from with in Macromedia Director authoring mode you just publish the project and add the LDM (it is a .DCR file) ISOinteractive Engine relative to your project (like any other LDM).

For online use with shockwave you may want to preload the LDM (14k) and make sure it is linked with the standard http protocol (link them out to a relative or absolute web address (as normal practice of LDM usage).

 

THIRD
Is the ISOinteractive behaviors. These allow you visually connect with the engine to allow functionality. These are a set of 5 behaviors that control major features of the ISOinteractive Engine. This makes it really easy to get things going. Detailed information on how these are used can be found in the “Using the Behaviors” section.

I you are using the Windows version of Macromedia Director 8.5, MX or MX 2004 the behaviors will automatically install in the Library Pallet under ISOinteractive. If you are using and older version of Macromedia Director then you can always go to the ISOinteractive “Goodies folder” and copy and past them in your “Libs” folder (in your Macromedia Director Applications folder).

All three of these (the CME, Engine and Behaviors) work together with Macromedia Director (or other applications) in order to have a more complete authoring environment. The simple to use interface and engine significantly reduces the time it takes to create and modify modules that use these type of environments.

 

PACKAGE
The full licensed version of the ISOinteractive Engine comes with the following.

Installer/Uninstaller
LDM engine
Collisions Map Editor
Behaviours Library
Patterns of isometric tiles for Photoshop 7.0 and above
Tables of compatible Tiles Sizes & Images Sizes
An avatar with its full 8 directions and animations (ISOinteractive Avatar)
Demo movies
Help Section

 

 




FAQ (Frequently Asked Questions)


  1. What will the ISOinteractive Engine let you do?
  2. What is the CME?
  3. How can FLASH developers use the ISOinteractive Studio?
  4. Will the ISOinteractive Studio work with Multi User technologies?
  5. What is the difference between the Free demo CME application and the ISOinteractive Studio?
  6. Does the ISOinteractive Studio or demo CME work on a MAC?
  7. Can the full version of the CME Application (part of the ISOinteractive Studio) export information in other formats as well?
  8. How hard is Isometric interactive development?
  9. What functions do the behaviors perform?
  10. How do I use the Photoshop Isometric Patterns?
  11. Where can I get additional help?

 

What will the ISOinteractive Engine let you do?
Basically it lets you find a path on a given map avoiding “obstacles” you had set up prior to use it.
The Engine itself is the smallest portion of the product, the other 2 main components is the Collisions Map Editor (CME) and the behaviours library.

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What is the CME?
The CME (Collision Map Editor) is a program that lets you create an isometric grid over a bitmap (max size 800x600) and block or unblock cells on this grid to then use with a pathfinder. The CME has two sections, one is for editing the grid and collisions and the other is to test how the pathfinder works in your grid. The pathfinder section is also divided in two sections, in one section you can see the full path, debug it by showing how many cell the A* as been looked for to reach the destination, and also display the time it took. The second sections is to explorer the grid using an avatar, where you will not see the path and also can’t debug it but you can see how your final movie could look.

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How can FLASH developers use the ISOinteractive Studio?
As mentioned in the Overview section we designed ISOinteractive Studio with both Director and Flash users in mind. We also develop client work in many technologies and like offering what works best for them. So we do not really push any given product only the best solutions. That being said we like to make complicated things a little more simple.

The ISOinteractive Studio is a full installable application and samples to follow. You can not however use Macromedia FLASH as a primary authoring environment. Although both Flash and Director have there advantages, during development of the original ISOinteractive Engine we found that the Macromedia Director has much more extensible and powerful engine for what we are accomplishing.

ISOinteractive Studio is to be used with Macromedia Director, however Flash components can be used with in Macromedia Director and with the new Director 2004, learning a slightly different but similar interface it only a minor learning curve.

When we say a minor learning curve we are referring to the ability to under stand the basics of Macromedia Director and not the advanced functionality.

NOTE: A 30 day full trial of Macromedia Director MX 2004 can be downloaded at the Macromedia website.

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Will the ISOinteractive Studio work with Multi User technologies?
Sure, why not. If it is in Director anything can be set up in a Multi User environment. You can use Shockwave Multi-User Server, Nubulae Multiuser Server, FUSELight, Flash Communication Server (and others), however we do not as of yet provide documentation to do so.

NOTE: For adding shockwave multi user connections to your projects you can go to www.shockwaveserver.com

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What is the difference between the Free demo CME application and the ISOinteractive Studio?
Big difference. The Free demo CME (Collision Map Editor) will only show you a how the ISOinteractive Engine works in an authoring environment. I will show how to create and draw walls and see how avatars would move. It also traces paths so you can test items you create. This will give you a better understanding on how to create such isometric environments.

The Free demo CME does not include the ability to export items, or save out projects. It also does not include the Director examples or the ISOinteractive engine. So it is just what is states, a stand alone demo.

On the other hand the ISOinteractive Studio has all functions to save, export items for use in other programs such as Macromedia Director. The ISOinteractive Engine comes with it and can be unlocked and used as a LDM. The application evens installs a set of behaviors to easily use the ISOinteractive Engine.

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Does the ISOinteractive Studio or demo CME work on a MAC?
No and yes, currently the CME application does not work on the MAC, however the out put of the CME will. Majority or the users will export the project as a .CST file (Director External Cast). This .CST file as well as ISOinteractive behaviors and most importantly the ISOinteractive Engine are cross platform.

In short, if you are using a MAC you should port the files needed from a PC (most likely the .CST file) before continuing the development of an isometric project. The Engine and Behaviors can be simply copied over to the MAC with out issues.

We are currently in the process of developing a MAC OSX version, however there is not set date it will be ready for release.

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Can the full version of the CME Application (part of the ISOinteractive Studio) export information in other formats as well?
Yes, to mention a few:

  1. There are image export commands to show comps. This is extremely important to help visualize how to design the isometric world and which size tiles to use and not to mention help with client approval during project development.
  2. Exports as an .iip (ISOinteractive Project) file which is the entire project saved for later use.
  3. Exports the map as a .TXT file. This map then can be use for custom applications other than Macromedia Director.

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How hard is Isometric interactive development?
Well this is a very open ended question but in the past isometric development for games and communications has been a major hurl. Doing it the long way you would have to predetermine the size or the area before you can start mapping out the grids to walk on. Even then this still does not include creating the Engine or AI that determines where and how the avatar walks or travels from point “A” to point “B” through a generated path. Also most of the algorithms are based on a specific shape like a diamond. This is not the case for ours. It is designed for ANY shaped background.

So in short, where in the past it was difficult to create a even more difficult to manage, with the ISOinteractive Studio it is extremely easy to do both. In fact you can even save out the project to modify at a later date.

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What functions do the behaviors perform?
The behaviours were designed to let the user set up the engine (LDM) and the avatars to work properly with the engine. There are also other behaviours to display some information about the avatar and to set up the loc-Z of sprites.

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How do I use the Photoshop Isometric Patterns?
This patterns library was created to help in the process of drawing the background image of your movie. Once you have decided the size of your room (in pixels) you can create an image and apply a pattern over it to see where to place objects in a way they fits on cells (or tiles).
For example:

If you place an object in this position:

You might need to block 4 cells to avoid it with the pathfinder:

But you could just move a little (if possible) the object to better fits on the cells and use only one cell:

You can use the option “Export Grid Image” from the CME to help on this process too.

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Where can I get additional help?
We set up a product forum under the support area of the website. The developers of the products monitor and answer all questions.

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Using the Collision Map Editor (CME)


FILE MENU

New Project
Erase the current project.

Open Project
Open an ISOinteractive project you have saved before. The ISOinteractive CME project extension is .iip stands for “Iso Interactive Project”.

Save Project
Save the current project to a file. If it is an opened or previous saved project this command will overwrite the file without prompt you. Otherwise it will display a “Save As” dialog box to save the project.

Save Project As
Save the current project to a new file. This command always displays a “Save As” dialog box.

Import Background
Imports a background image. File types supported are all file types supported by Director. If you already have an opened project importing a new background will replace the current background you are working on, but it will not be saved to HD unless you use “Save Project” or “Save Project As” commands.

Export Map as .CST
Export the current map as Director castlib file. The castlib will have two members, one is the background image and the other is a field member where is stored the information about the collisions. You can attach this library to a movie and use the ISOinteractive behaviours to create your room.

Export Map as .TXT
Export only the collisions map as plain txt file.
In case you don’t want to export the map as .cst you can export only the collisions and then paste this information into a field member in your movie. You will also need to import your background image to work with it.

Export Grid Image
This will save a .PNG file with a composite image of your background and grid. This is useful to use as reference on a painting program. This file is not necessary to work with the engine.

Exit
Exits the Editor.

 

TILE MENU

Display the different available tiles and applies a tile to the current grid.

 

TOOLS MENU

Hand
Use it to pan the image. You can also pan the image by pressing the spacebar. If you have selected the Pencil tool and press the spacebar then the Hand tool is temporary selected until you release the spacebar.

Pencil
Use to block an unblock tiles. If you click on an empty tile (non blocked) then the pencil will fill all the tiles under the mouse until you release the click. If you click on a filled (blocked) tile then it will clear all the tiles under the mouse until you release it.

 

SETTINGS

Grid Color
Change the color of the isometric grid.

Grid Opacity
Change the opacity of the isometric grid.

Collisions Color
Change the color of the blocked tiles.

Collisions Opacity
Change the opacity of the blocked tiles.

Selector Color
Change the color of the isometric selector.

Show Selector
Display or not the isometric selector.

Stage Background Color
Change the background color of the stage.

 

PATHFINDER MENU

Goes to Pathfinder Mode.

 

Debug
Display all the tiles (nodes) used in the path finding.

Animated
Animate the path.

Auto-Trace
Trace a new path automatically when you move the “start” or “end” blocks.

Trace Path (button)
Trace a new path from “start” to “end” block.

Seek Time ms
Display the time taken to find the path in milliseconds. If Debug is turned on the time could be higher due the pathfinder is also storing the information for all visited tiles (nodes).

Avatar Mode
Goes to avatar mode.

 

PATHFINDER - AVATAR MODE

Movie Tempo
Set up the FPS of the movie.

Animation Delay
When you trace a path you get a long list of points that conforms the path. Those points represents the positions for the avatar, so the avatar will move from one point to the next one on each frame.

The Animation Delay is the amount of points the avatar should move before it changes to the next animation frame. For example if you set up the Animation Delay to 3 then the avatar will move 3 times (3 points on the list) without changing the body animation and then it will change to a new animation frame, and so on.

Path Interpolation
Is the amount of subdivisions you want for the path. Internally the engine first generates a path from Tile to Tile and then subdivides it according to the Interpolation amount. If the Interpolation is 0 then the path returned is from one tile to another tile. If Interpolation is 1 then the engine adds one point between the tiles, if Interpolation is 2 then it adds 2 points between Tiles and so on. Note that if the Interpolation is higher than the Tile size then it will adds repeated points, as there is no more space in pixels to subdivide the path.

Update Info
Display information about the avatar.

#Loc: the position of the avatar
#Dir: the direction the avatar is facing (1 to 8)
#Frame: the current frame of the animation
#Status: the status of the avatar (#resting, #moving, #holding)

#Resting: when the avatar has reached the last point on the path list. So it reaches the destination

#Moving: while it has not reach the destination

#Holding: The avatar comes to this state only when it is #moving and you give it a new destination. So it holds until it is on the middle of the near tile and then it trace the new path.

This is to prevent the avatar “jumps”. As the first point returned by the pathfinder is always on the middle of a tile, if the avatar is not right on the middle then it will “jump” from it current position to the first returned by the pathfinder. This only happens when the avatar is moving, as when it is #resting it is always on the middle of a tile.

So if the Avatar is #moving and you click in a new location then it evaluates if it is or not right on the middle of a tile. If it is then it trace the new path, if it is not then it waits until reach the next middle point, and then it trace the path.

Blocks Mode
Go to Blocks Mode.




ISOinteractive Behaviors

There are 5 behaviors on this version.
There are also samples on how these work in the “Samples Folder”. You can access the Samples Folder but going to your start menu and locating your ISOinteractive option or opening up the CME application then selecting the help option.

Initialisation behavior

This must be the first of all behaviors to attach in order to work with the avatars and display behavior. Before use this behavior the LDM engine must be on the stage. Attach this behavior to the background image.

Avatar behavior

Attach this behavior to an avatar sprite. (Explained on the script)
The Initialisation behavior must be attached before use this one.

Avatar Behavior with multiple selections

Same as Avatar behavior but lets you select the animation frames of the avatar separately. (Explained on the script)
The Initialisation behavior must be attached before use this one.

Display Info Behavior

Attach to a field sprite. It shows information about the avatar. Similar to the information showed on the CME pathfinder section, but more complete.
The Initialisation behavior must be attached before use this one.

Loc-Z Behavior

Attach to any sprite. Change the loc-z of the sprite according to its location on the stage or to a given location. Manages which sprite is displayed in front of the other. This is independently of the order the sprites are arrayed on the score. For example the Sprite 3 is in front of sprite 2, but if you set up the loc-z of sprite 3 to 1 then it is displayed under sprite 2, but when you want to reference it you should call sprite 3. So to know its blend you should call sprite(3).blend instead of sprite(1).blend, although it is displayed as it was in the channel 1.




ISOinteractive Engine – Handlers, Functions & Properties

Once you have attached the Initialisation behavior to the background it has a property that makes reference to the engine itself so you can call some methods inside the engine like. The methods are only accessible while the movie is playing and the engine working.

Sprite(bgSprite).pISOengine.someHandlerHere()
Sprite(bgSprite).pISOengine.someProperty


pIsoMap
A linear list containing the current collisions map. Values of 1 is for blocked tiles and 0 for unblocked tiles.

Put Sprite(bgSprite).pISOengine.pIsoMap


PointToIsoTile ( a point )
Translate a given point into an isometric tile. Returns a linear list with x and y values of the tile like
[10,20] which represents this positions on the collisions list field member. If you know this you can also know if this is a blocked or unblocked tile.

Put Sprite(bgSprite).pISOengine.PointToIsoTile ( point (10,20) )


IsoTileToPoint ( an isometric tile )
Translate an isometric tile into a point on the screen. Returns a point.

Put Sprite(bgSprite).pISOengine.IsoTileToPoint ( [2,6] )


IIgetPath ( start point, end point, interpolation )
Trace a path from a given “start” and “end” points and interpolate them with the given interpolation.
Return a linear list with the points that makes the path.

Put Sprite(bgSprite).pISOengine.IIgetPath ( point(10,15), point(20,30), 6 )


TileIsOnMap (
an isometric tile )
Return if a given tile is on the map (exists) or outside the map (do not exists)

Put Sprite(bgSprite).pISOengine.TileIsOnMap ( [2,6] )




Minimum Requirements

Playback

Windows ME or newer/MAC OS9 or OSX
128 MB or RAM
Shockwave to view on the web

Authoring

Windows ME or newer for the CME (exported files and ISOinteractive Engine are cross platform)
Macromedia Director 8.5 or newer
128 MB of RAM
200 MB of additional hard drive space


Currently version 1.2 CME application only runs on a Windows environment, however all files (other then the Collision Map Editor application) work cross platform. Once the files are outputted from the CPE (such as the .CST, behaviors, images, and .TXT files can be used on both MAC and PC. The ISOinteractive Engine component (the LDM) is also cross platform. In other words the final out put can be used for MAC and PC viewing.

The ISOinteactive Engine has been tested on Director 8.5 and newer.