A modular system for isometric pixel blocks
c6y.github.io
c6y.github.io
I checked two games: Rollercoaster Tycoon 2 and X-COM: UFO Defense. Interestingly, they solve the vertical line problem in the same way as each other, but it's in a different way from the link.
In those games, instead of having an explicit line border, the line is implied by a shading difference between the two faces, which eliminates the asymmetry. Additionally, the corners at top, middle, and bottom are 4 pixels wide instead of 2.
(This strengthens my conviction in the following rule of thumb: when it comes to art, it's better to study professional work I like than to trust a guide.)
I'm not a huge fan of their signature look either, but this is a nice little list of "what to expect if you're gonna work with us" IMHO. :)
Handedness in video game sprites is a great example of the weird dissonance created by mirroring.
But at least regarding the edges and corners of an isometric rectangular cuboid tile, I'm not convinced that there's a meaningful difference between pixel-by-pixel drawing vs non-anti-aliased rendering--the rendering turns out so precisely regular that it might as well have been drawn manually.
https://pixelparmesan.com/fundamentals-of-isometric-pixel-ar...
Honestly I never thought about this, but that's really neat.
16px looks even better but it would clash with "grid lines" creating line clusters.
Having cubes slightly higher so that wall-lines are slightly offset (15px instead of 13px, so +2px, a single micro-grid cell) from the floor-lines makes it better looking and easier to tell apart where walls occlude floors on the picture (or the other way around) or where different levels of floors are next to each other.
4X4 cube should theoretically have 59px height (not 49px as in this system) but it might be more pragmatic to use 57px so that you can stack 4x1 cubes to get to 4-cube height.
Apart from that, this system great! I especially like the rule about vertical lines on right pixels only.
But it might make sense that walls have different patterns of division than floors. And dividing walls evenly might be not that useful (except for levels of buildings) and placing things equidistantly between the ceiling and floor on the walls is also not very useful.
Cubes are 4x4x4 cells yet can be divided by 3?
How does that work out?
Going smaller, two 4-wide cells will again lose one line to the overlap and thus join to make a 7 (that's how 7 divides by 2).
Three 3-wide cells join and lose two lines to overlap and thus again join to make 33-2 = 7
Six 2-wide cells join and lose fives lines to overlap 62-5 = 7.
Or in general for n cells, there are n-1 overlaps, so if they are k-wide the combined cell will be n*k - (n-1) wide.
All "outer" dimensions are 6*n + 1.
So 4 cells are actually 4*6+1 not 4*7
So you can see that 4 cells can be divided into 3 parts in this way:
3*4*6+1 = 3*4*2*3+1 = 3*2*4*3+1
All of that is because there's 1px overlap between neighboring cells.