madster's Forum Posts

  • So far, you have to place the object in the layout as it would look resting on the zero plane, then it will get moved to its proper height on startup.

    if by depth you mean the depth of the surface, that's done drawing a collision mask so yeah, it can be whatever you want.

  • Well just cause I suggested 3D in that example, doesn't mean go the whole hog and use different control methods too.

    [quote:1wqurm0i]Then as you point and click your character through the scene,

    This is precisely my point. A big company avoided doing point and click in 3D BECAUSE ITS TOO HARD.

    Don't say it would be easier. It woudln't.

  • http://octavoarte.cl/25d_concept.exe

    Just a concept. No slopes. Seems to work allright, you may even stretch objects and they still work

    There's a marker for the player's ground level (w = 0)

    Platforms can be moved vertically (not done in demo)

    Edit: here it's sorting by basal y (ry) only. Final sorting must involve height somehow, haven't figured it out yet. In this demo, if you go towards the back of a platform, you'll be drawn behind it. A temporary workaround was to set the hotspot to the top of the base collision mask.

    TODO/bugs:

    -falling faster than maxclimb on a platform lets you through it

    -platforms below others don't let you step on the top one

    -there's no hitting walls yet

    -integrator is very naive. Go Verlet.

    -consider having the mask at the top instead of the bottom--> easier to draw

    -move platforms on rx or ry, with other objects resting on them?

  • For example. A point and click game. (...) But 3D would make it easier thanks to the depth, without turning it into 3D

    Nice example. Monkey Island 4 was 3D but didn't have mouse control, just like Grim Fandango. Why? it was too damn hard to figure out what you were clicking.

    So no, it's does not make it easier.

  • so.... system->create object picks the newly created object, but spawn doesn't?

  • So this came up while chatting... I'll write it down for later when I can work on this thing.

    Collisions: use the mask editor to create a mask for the base of the object. Objects are assumed cylinders, so the same mask is used for both top and base, only displaced by a new object_height parameter.

    Hotspot: the hotspot would be the measured position of the object in the base plane. This would be the point used for setting height according to slope.

    W versus height: when setting W, you'd be setting the faux-vertical distance from the zero plane to the base of the object. When setting height, you'd be setting the faux-vertical distance from the base of the object to its top.

    Slopes: With all of the prior, height in a slope is calculated around the hotspot, displaced by w and height, using dwdx and dwdy and the w-displaced hotspot of the object on top.

    wheeee! sounds doable now!

  • and displacing a different sprite instead of the heightfield pretty much gives you textured 3D backgrounds.

    Wohoo! Now we can talk about something else

  • It could be crashing just because you're spawning things at an exponential rate?

    I made sure that wasn't the case. It's just spawning one each 500ms. While one could probably avoid spawning from a family, it's still a crash and therefore, a bug.

  • This is REALLY useful advice for people going the python route. IMHO should be in the wiki.

  • System: Every 500 milliseconds

    System: 0 len(EditBox 0 .Text) Greater than 0

    SystemCreate object Sprite 0 on layer 1 at (random(640), random(480))

    This worked as expected in 995. Can't reproduce.

  • Also, while I think that a 3D model loader would be great, I'm sure that if we had one, people would be asking for animation XD so yeah. For 3D, go to a 3D engine.

    Now let's make some kickass 2D games!

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  • yeah I was spawning the spawner object along with some other one, so that the spawner would spawn some more things. This was a mistake on my part.

    However, the runtime does crash when spawning from a family.

  • I've been scouring the nets for info on how other games do it.

    Has anyone any kind of reference?

  • thanks for the examples, the first one did it.

    Seems I wasn't getting any results because the erase object needs to be on top of the other objects (duh!) and works within a single layer.

    this will be useful, I'm sure... I plan to use it to mask shadows out of an occluded object!

  • Also, a shader makes it VERY slow.

    Really. It's slow, even in modern hardware. For that performance, I'd rather go full 3D.