-------------------ISOMETRIC ENGINE------------------- Use Turbowarp if too slow: https://turbowarp.org/1104304701?hqpen Controls: W,A,S,D ,Key 0, Mouse click, Scroll wheel -What does this engine do? The Isometric Engine calculates blocks and entities in 3D and displays them on your 2D screen using layered sprites. -What is isometric? Isometric refers to a method of creating 2D games that appear 3D by using angled views without perspective. This technique uses consistent tile sizes to simulate depth, making the game world look 3D while remaining easy to design and implement. -Why not start from scratch? Building an isometric game from scratch can be challenging—layering blocks, managing collisions, and ensuring visual consistency requires significant effort and time. If you're ready for that challenge, feel free to dive in! Otherwise, you can use this engine. Just make sure to credit it and enjoy building your first isometric game! -PROS: Easy to use: Straightforward setup for beginners. Powerful: Capable of handling complex 3D representations. Default features: Blocks and entities are included by default. Visual effects: Entities have perfect X and Y-axis visuals. -CONS: Performance issues: The engine can be laggy. Visual glitches: Entities may exhibit minor glitches along the Z-axis (height). How to Use Setup: Place all your custom code in the game sprite provided or create a new sprite. For custom blocks, simply drag the needed block into your game sprite. Placing Blocks: Use the two custom blocks included in the engine: Setblock and Fill. Setblock: Places a block at a specific location. Inputs: Block: A number between 0000 and 9999. Use four digits (e.g., 0010 instead of 10). To add new blocks, go to the engine’s costumes tab, create a new sprite, and name it isometric_ followed by an unused number (e.g., isometric_1234). Once added, the block can be placed using its ID. X, Y, Z: The block’s coordinates, starting from the forward-down corner. Fill: Creates a rectangle between two positions. Provide the starting and ending X, Y, Z coordinates. World Settings To change the world size or other settings, adjust the chunk width and chunk height in the engine sprite. Creating Entities To create entities, use the Set_Entity block. It requires five inputs: Entity: The name of the entity. Ensure there’s a corresponding costume in the engine sprite with the same name for rendering. X, Y, Z: The coordinates, which can include decimals (e.g., 1.24). Costume: The entity’s appearance. For multiple costumes, ensure the engine sprite has costumes named as entityname_1, entityname_2, etc. Update log 1.0: Release 1.1: Added id to entities and fixed some bugs Credits Blocks by This Devil's Workshop Code by the Games_fabrik team (You can find this text in the editor on the stage too)