[Effect] mode7

0 favourites
From the Asset Store
Create unlimited effects lets you create stunning visual effects with an instant preview.
  • Bodhran

    All the effect does is distort the image or sprite to be on a 3d plane. Positioning stuff like walls requires math matching the distort or using the plugin by rexrainbow. To do something like keyo is doing, you'll have to use separate objects with different mode7 settings. There's a capx with the math earlier in this topic, but i still recommend the plugin.

    What I mean by collisions is to design the objects and walls in top view so they move around as wanted. Then you take those positions and map them to the distort as explained above. It's probably a bit tedious to do though.

  • R0J0hound

    Thanks for the help but Mode7 might be too complicated for me. I have tried everything I could think of with rexrainbow's plugin and can't get the walls to work properly even trying to change the sprite when the player isn't directly facing them.

  • Strange question, but is it possible to overlay admob ads over sprites with mode7? I've been using this for a retro demoscene-style menu and admob doesn't seem to overlay in front of sprites with mode7.

  • I don't get how collisions would work in a Mode 7 style kart game. Anyone explain it to me?

  • Zebbi

    So ads don't show up over sprites with effects? Maybe change the zorder of the ad?

    The trick is you don't do collisions in mode7. You do it in a top view. Basically the entire game is implimented in a top view and as a last step the mode7 effect is used to give the prespective look. The parameters are tweaked so the effect is angled from the player's view. Then all the other objects are posioned with Rex's behavior.

  • Is mode7 +Rex capable at this stage of recreating a bare bones Mario kart/wacky wheels clone? Interested in this technology and clickteam have that raycasting plugin which is cool, is this almost there?

  • Zebbi

    Probably. All the effect does is distort a texture to be in perspective. Rex's behavior hides the math to position sprites on the distortion.

    So you'd design the game as top view and map those positions to the mode7.

    So in a nutshell they are tools you can use to make a game like that. Nothing more will likely be added.

  • R0J0hound cool I'll take a look at them!

  • I noticed on the rex example that objects have x/y position numbers as instance variables, is it not possible to convert their physical positioning in the layout editor to their placement in the 3d plane or does every position have to be manually set in the instance variable?

  • Zebbi

    I'm not sure I follow, the object would need two sets of positions, one for it's top view position and one for how it will be on the mode7 view. I'm pretty sure the behavior only converts the top view position to the mode7 one.

  • Zebbi

    I'm not sure I follow, the object would need two sets of positions, one for it's top view position and one for how it will be on the mode7 view. I'm pretty sure the behavior only converts the top view position to the mode7 one.

    Well, on the example mode7fx_objs theres four sprites and each one has both a m7x and m7y variable which is set to it's physical positioning on the plane, am I correct? The actual position of it in top-down space doesn't appear to correspond to how it appears in 3d.

  • Zebbi

    It's just how you look at it. To me those variables define the top view position and the actual position is irrelevant since the behavior will set that.

  • Zebbi

    It's just how you look at it. To me those variables define the top view position and the actual position is irrelevant since the behavior will set that.

    So, it's not possible to design a map using the position of the objects in the layout, all of the objects have to be manually set using the co-ordinates in the variables?

  • It is possible, I didn't say it wasn't.

    Put two objects in a container, Sprite and SpriteMode7. Position the Sprite objects in the layout editor to define the object positions. Then in the event sheet use the behavior or whatnot to set the SpriteMode7 object's position from the Sprite's position. You then move around the Sprite objects and the SpriteMode7 object will update accordingly.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It is possible, I didn't say it wasn't.

    Put two objects in a container, Sprite and SpriteMode7. Position the Sprite objects in the layout editor to define the object positions. Then in the event sheet use the behavior or whatnot to set the SpriteMode7 object's position from the Sprite's position. You then move around the Sprite objects and the SpriteMode7 object will update accordingly.

    So, would all objects (in this case it would be walls and doors) need to have two objects (Sprite and SpriteMode7) made in the layout or could the spritemode7 objects be automatically created at runtime? The example just seems to have the sprites and instance variables for x and y. Couldn't it be possible to have the positions on the layout define the x/y variables either at the start for fixed sprites and every tick for moving sprites (like enemies, etc)?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)