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Rapporter et oversættelsesproblem
As for how he managed to do it: custom scripts.
Which area are you talking about? Cause I'm trying to think of the different areas, but can't remember any that had you vertically going up any walls (unless you mean through jumping or rope climbing, though those're everywhere, and don't sound like what you meant).
In area 3, there's houses in the area with Crisp Ladaddy and Columbo. You can go vertically upthe walls here, and see what movement was like before all the clever scripts made it resemble a 2D game.
I think re-reading your question, I may see what you were getting at a bit better (isometric threw me off, since that camera angle's all about creating the illusion of 3D with 2D; the opposite of what I think you're talking about). Were you thinking of that top-down viewpoint (like with many RPG Maker games) as being 3D? Cause even though that has a bit of a 3D look, it's still 2D. That distinction may not be too important when just glancing at the game, but it's very important when it comes to how it's made. Basically, both those top-down RPG Maker games and Lisa are tile-based, though Lisa's tiles are simply drawn in a way that makes things look flatter, and has a different camera angle in mind (side view, rather than top down), which is what gives it more of a 2D look (so even though they're both 2D technically, Lisa may look more 2D since it bit flatter and is viewed from the side.
Far as certain things popping out more or going over one-another, RPG maker lets you set the priority of graphics (basically, if two graphics are on the same space, you can pick which graphic will display on top), and there are multiple ways you can display graphics: 1. through tiles 2. through character sprites 3. through events. Using a combination of tile graphics and event graphics is what gives it that sense of 3 demensions in some areas. To give a more specific example, with a cave, it'd be like, the stalagmites have highest priority (so they display over everything) character sprites and the tiles for the ground you walk on have 2nd priority (so they display under stalagmites, but over everything else) and the tiles for the background have the least priority (so everything else displays over them).
I know that was kinda long (and may be a bit more than you were asking), though hopefully it makes sense and answers your question.
To try and put it simpler, Lisa uses the same 4-way movement as other RPG Maker games (that part's hard-coded into the engine) but clever use of events and what graphics are and aren't solid makes it seem more like a sidescroller than the engine usually allows.
Actually, that would explain this https://twitter.com/HeantradXD/status/610791820537274368