Is mode 7 possible?

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  • Some very nice examples here. Doubt mine is worth much now, but should give you an idea how easy it is to change perspective on a graphic that's drawn with a little bit of perspective.. in the layout editor, if you scale the height or the width, you can see the perspective change, that's all the code does really.

    Floor Scrolling

  • Jerbens, well maybe but it would be a pain to figure out and not entirely sure it'd work properly. 1/z is almost automatic and is easier to tweak.

  • procrastinator that's pretty cool, I hadn't thought of doing a checkered floor like that. That would be a good method to use for mobile games since it keeps the object count low.

    In other news I managed to get mode7 into a shader for platforms with webgl:

    http://www.scirra.com/forum/topic61959_post380389.html

  • R0J0hound, thanks! I have a similar idea for left and right perspective but not sure it'll work. I tried to integrate into your shader effect but it screwed up. Image might be too big or something.

    Cheers for that shader though. It's very nice! Now I'm going to distract myself by playing around with it ;p

  • Doh! Was easier than I thought. Looks like a Space Harrier clone is very possible now :)

  • Yea your right, my bad. I had 15-20 tabs running and for some reason it dropped my performance on firefox. On chrome it was much faster <img src="smileys/smiley17.gif" border="0" align="middle" />

    retrodude

    Rojo's latest example never drops below 30fps for me.

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  • I did the space harrier clone for the flying level of my CC game. I used the Z levels to control the scaling aspect. How can it be handled in C2? Sprite scaling?

    I've already done the sky and water using the new mode 7 effect and that rocked.

    The way my "fake 3d engine" worked was by converting the y plane into the z plane and then giving the sprite a new y location. The mode 7 effect was made by skewing the sprite to the player sprite height.

    Worked like a charm and took all of 2 hours to create. So now I'm a bit stumped because of my CC mindset.

    Unless I'm missing something the only thing I can think of off the top of my head is making something that converts the y to sprite size. I'll give that a try :)

  • I've got it half working - everything mode 7 works 100% fine. Controls to rotate and change height are there. The Z-axis is working by converting from the a sprites pos on the maps y-axis.

    The issue is proper scaling of images to match the timing of the mode7 ground and those scaling sprites have no set point of view. they zoom front on no matter where they are. The only way around that so far is setting different sprites to have the image points off set according to how they are positioned on the screen. I've got something messy but not to where I want it yet.

    Has anyone done a proper POV sprite scaling project in C2 yet?

    Could always do 1000 layers with different scaling levels and scroll speeds as the sprite comes up on the y axis it starts hopping through the layers... lol yeah right...

  • damainan! I saw your videos but never got to try your demos. I am SERIOUSLY wondering what kind of formula it takes to get the effect you had in your game. is the movement just a bullet?

    I would like to use that sort of fake 3D to add perspective for my pinball engine, but I have no idea how to change the Z based on the Y position (which would be hard to map that to a normal movement. does your engine support Z-layering too, or is it just sending to the back when they rez?

    I would love to see what you got going now that you're struggling with. 1 because I haven't been able to test your engine out yet, 2 because you speak of mode 7, but that was confirmed unsupported. Unless you mean procrastinator's effect, which isn't quite mode 7 in reality

  • Yeah, mine was just a proof of concept. To see if using sprites with a tiny bit of an angle in the drawing could produce a decent fake perspective. So yeah, nowhere near mode 7 ;p

  • Here is the start of a fake 3d engine build using the mode7 plugin. If the mode 7 plugin also supported an undistorted sprite that still followed the rest of the plugins rules I think the only thing you'd have to do is convert the y to z.

    As far as my construct classic game goes, there is no mode7. It's entirely sprite skewing and distortion and then converting the y axis to the z axis. The math to convert y to z is simple and once you've done that you just give the sprite a new y pos on screen. There is no bullet sprite. I believe I have the program set to "always scrolly to scrolly+12" and instead of the sprites coming onto the bottom of the screen they fade in small from the back.

    Here is an example of the code in CC:

    <img src="http://designchris.com/maddi/3d.png" border="0">

    Here is the trial and error crapola I did yesterday and the night before. I call it going nowhere fast ;)

    Construct 2 mode7 + scaling sprites not working so well yet.

    If someone can figure out the scaling sprite bit that would be great... I don't really have the time or knowledge to figure out the math :)

  • Almost got it :) Fakey 3d!!

    So there is as close as I could get the engine started with what little amount of spare time I had today. Image points play an important part of this. They are the growth point of the sprites. The must be off centred according to where they must be on the screen when they are full size.

    Still a little tweaking to do, but there is zero slow down on my laptop. Arrow keys move the screen.

    Try not to throw up watching this!!!

  • Mode7( ish) style without plugins..effects ?

    <img src="https://dl.dropbox.com/u/22173473/drivesplash.jpg" border="0">

    Demo

    Not keyboard arrows..press arrows on steering wheel !

  • Would you beable to explain the logic behind item placement in mode 7? As in how images should be placed in perspective or what kind of image you used? did you distort/perspective transform the car in the background with a paint program, then place it on C2 or CC to fit that "mode 7" look? Or did you use a whole image then place it in game purely with coding in C2 or CC?

    BTW, It looks amazing!

    Mode7( ish) style without plugins..effects ?

    <img src="https://dl.dropbox.com/u/22173473/drivesplash.jpg" border="0">

    Demo

    Not keyboard arrows..press arrows on steering wheel !

  • Nice job man! Rainbows caught me off guard and reminded of unicorns for some reason.. But it looks great! Would you beable to share the pseudo code for the items that fly at you in mode7? Such as the trees

    By pseudo code, I just mean the logic behind how the images are placed in game on C2 or CC (I'v never used CC but the logic should be fairly similar)

    Almost got it :) Fakey 3d!!

    So there is as close as I could get the engine started with what little amount of spare time I had today. Image points play an important part of this. They are the growth point of the sprites. The must be off centred according to where they must be on the screen when they are full size.

    Still a little tweaking to do, but there is zero slow down on my laptop. Arrow keys move the screen.

    Try not to throw up watching this!!!

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