Isometric Tile: 1:1 ratio


Illustrated is a 1:1 isometric tile, standing at 32x32 pixels in dimension, next to a 1:1 isometric block with a 32x48 dimension. The half block is 8 pixels tall, just as the case with a standard iso half block.

• Lets begin with the basic tile. The dimensions are 32x32 for our isometric tile, with a 1:1 ratio with respect to horizontal and vertical lengths of each side. Each vertice/corner has a 2 pixel edge which are all identical, unlike the corners of a standard isometric tile.

The basic isometric block is also illustrated here, along with the half-block marker. Notice how the vertical pixel variance from the half block marker to the bottom of the full block is 8 pixels, just as a standard iso tile would be, however the overal image height is no longer a perfect square. In other words, a 1:1 isometric block is taller than it is wide, unlike the standard iso block being the same canvas dimensions in height and width in terms of pixels.


A 1:1 isometric flat surface has no need for offsetting individual tiles to create the grid illusion, granted that you emulated the basic isometric tile in the first step.

• Surface tiling is very simple with this type of isometric tile. There arent many ways to misinterpret a perfect diamond's edges so that they fit comfortably next to each other without overlapping. There is no vertical or horizontal offsetting for placing these isometric tiles in a tiled view, which in this example creates a perfect 64x64 canvas size, and some number divisible by 8 in any example. if your canas dimensions are not divisible by 8 after building a 1:1 isometric map, youve clearly misplaced a tile somewhere along the line. Everything fits snug as a bug under a rug ^_^.



A lot of the same rules apply for 1:1 isometric tiles as standard ones, save the tilesize is now 16x16. However 16x8 meta tiles can be utilized in situations, such as making the half block. Note that to extend a wall, you need a seperate 16x8 meta tile minimum to do so. Basically everything can be broken down into 8x8's, but its really hard to draw it all in that size, so let a programmer's tool do that dirty work for you if you are so lucky to be working with one.

• lets take a look at the basic building blocks for our 1:1 isometric maps. Illustrated on the top is an isometric stack. The top tiles are easy enough to comprehend, each quadrant of the isometric tile can be broken up into 16x16 tiles, maintaining the 1:1 horizontal/vertical ratio of the actual isometric tile, and the horizontal normal slope of 1. However there is a small anomaly with our isometric stack. If we wanted to insert a tile that would vary the height of the wall to any desired value, we need to make a special tile, 16x8 at minimum, to achieve this. In the standard isometric block, due to the way the tiles were cut, this tile already existed within the block, but for our stack, we have to include a completely unique tile to do so. In other words, a 1:1 isometric block, when cut into square tiles, is entirely composed of "transition tiles". Therefore, a scheme of using layers of tiles and transparencies to overlay individual floor and tile peices would actually prove even more valuable in this situation, assuming that you are building a tactical style map with height units which are dependant on the block as being a benchmark for units of height.

If you were to break a half block into tiles, as you can imagine on the top illustration with the white box of 16x8 dimension, a similar meta tile common in the standard isometric view would be applicable to hold that data, as opposed to making it a 16x16 tile block that consisted of 3/4 floor area. Also note, that in general, these 16x16 blocks might even be compressed further with a tool that could break a tileset up into 8x8 blocks and test for repetition of unique tiles. Once again, this is an engineering issue, and will not be further discussed in this tutorial.

Lets look at a situation where two floor textures would meet. The four corners consisting of 16x16 tiles would be required to make the floor textures meet at each quadrant, assuming that you only have 1 tile layer to work with (if not the case, you might want to consider layering and using transparencies to hold the unknown data for overlapping textures, as mentioned previously in this tutorial and heavily in the standard isometric tile tutorial). Note that the minimal amount of 16x16 tiles needed to repeat a single floor texture is 2 tiles, as shown in the bottom illustration with the white bounding boxes. This "4 tiles required for merging textures, 2 tiles required for a single texture" theme is the same for both 1:1 and 2:1 isometric viewpoints, only difference being the actual meta tile dimensions. Thats it for 1:1 isometric tiling technicalities. look for the map building tutorial to put all this great info to good use!