>>11952951
Also, checking for collisions against a collision map wouldn't be any more complicated than in any other game. As it turns out, if you scale and then rotate an isometric grid, it turns into a regular axis-aligned grid. This simplifies things greatly. Now, the only real difference is having to apply the inverse of that transformation when drawing each object's sprite. That way, x and y will appear to run diagonally, even though the actual coordinate system is axis-aligned.