Isometric
smee, build 11
From my observation, you don't really need to go to all the extra trouble most people do to render isometric maps. I spent about 20 minutes fudging SMEE to accept the 60x60 isometric tiles below.
It's another crude proof, but it demonstrates the ability.
To make plotting easier, I restrict accepted tile coordinates to (x^y)&1==0. You can only plot on every other grid cell for the tiles to interlock correctly.
Plots will seem to be offset from their true center, due to the mouseover tile calculations being grid-based instead of "true isometric." This can be remedied with standard bitmap masks.
Grid cells are 30x15. Tiles of index 0 are not plotted, which was done to avoid the default tile being displayed within every grid cell. It doesn't adhere to the rule mentioned above, and ruins the effect.
What makes this work visually is the same behavior as the 64x64 tree tile from previous builds. The lower right corner of each 30x15 grid cell is aligned to the lower right corner of each 60x60 tile.
There is a single layer. Isometric effects in particular beg for multiple layers, so my next entry will add an overlay layer. I'll be working my way up to a layer manager with visibility and editability toggles.

