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  • It's not isometric though, it's just top view. In order to be isometric (even if not ortographic) you have to allways see the side of the object that is facing down. If I go above the object in your example, I see the side of the object that is facing up.

    Isometric:

    https://www.google.pt/search?q=isometri ... etric+city

    Top view:

    https://www.google.pt/search?q=isometri ... ch&q=gta+1

    Still a well achieved effect.

    To see the sides of the buildings like in the first example all the time you would just add 100-200 units or so to the Y value offset and keep the perspective disabled. You could use this value to rotate between top view and traditional iso in real time. However, the buildings will have a layered look with this technique because of the stacked sprites. Thanks!

  • Pabloukiyo asked me for an idea on how to fake 3D in an isometric game. I'm answering him with a capx and posting it here for anyone to use.

    There is a static object to represent a building and the bouncing object is to show that the depth is not restricted to discrete layers.

    I managed to comment the event sheet this time. Let me know if it's not clear or if you have any questions.

    When you enable perspective I guess it's not really isometric anymore lol

    http://www.cargocultgaming.com/notisoanymore/

    https://dl.dropboxusercontent.com/u/26348967/3D_iso.capx

  • Very nice start!

  • A miniboss from the beginning of Cyber Shadow

    Also first time posting here, I think, hello

    I really like the style of this one. Where can I play it?

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  • This looks like a really cool idea! I can't wait to try it

  • Awesome! The question now would be how to draw walls. Polygon plugin maybe?

    The real pain will be the the z-sorting I guess.

    Yeah, that's the problem. I've considered maybe using the polygon plugin to color ground areas. You wouldn't have to worry about z-sorting problems for that. Maybe it will be best to just line up sprites like they're pillars to make some barriers. You couldn't do too much of this because the sprite count would get huge really fast. I'm thinking this experiment would be used for mostly outdoor games and just stick to sprites so there's a consistent style. I think there's a way to project sprites so they look flat on the ground so you could make puddles and paths and stuff. I'll work on this part next I think.

  • Or maybe a boss that you have to survive. It shoots a laser that takes up half of the play area so you have limited space to dodge other shots while the laser is firing.

  • This is a very slick idea. What kind of features will you add? Maybe a score multiplier as you go faster?

  • roguecore - I like how you made 3D possible by just using events . But there are still many bugs on scaling, field of view and movement. Sometimes when I scale, the sprites becomes inverted (If scaled too small, I think) and when I increase or decrease the field of view when I move the objects tends to follow the players movement so they move away from the player. But I still like it, a little more fix and it'll be amazing.

    Thanks! Yeah, I didn't not lock the scale value to stop at zero so you can actually set it to negative numbers. This would cause the sprites to invert. I knew the sprites were acting funny when you had really high FOV set but I didn't think it would matter since most games are probably going to be played between 60-90 FOV. However, after reading your comments I went back and looked again and I realized that it's behaving exactly how it's supposed to. I set the FOV up to 360 and as you walk forward you can see as the sprites reach the camera they move from the center to the edge of the view and reverse direction. This happens because the left and right areas of the screen are covering the rear 180 of the FOV. So it's like looking in a rear view mirror almost. Thanks for your feedback!

  • So your ship changes direction with each tap?

  • There are some extra objects in the simulation area that I was using to delete trees and mark out a road. Just ignore those.

  • Just looked at the source - and I have no idea what you did

    And it's tiny. I thought there would be a lot of events - but boy was I wrong.

    It's great and when I have time I will study it.

    THX for sharing

    There are two areas, the viewport and everything outside of it which is the simulation area. The simulation area is where you put object_ objects. The player never sees these. Each object_ has a sprite_ attached to it by UID. The camera object is in the simulation area. The difference between the camera angle and the relative angle of an object_ to the camera is used to determine the X placement in the viewport for the sprite_ that belongs to that object_. For this I had to solve for the FOV by dividing up 360 and stuff. A similar thing is done for the Y coordinate but instead of relative angle the distance between camera and an object_ is used to determine Y placement from the horizon and scale of the corresponding sprite_. Hope this helps.

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roguecore

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