Katala's Recent Forum Activity

  • Copons It depends how you handle te game logic. I only project objects from regular grid layer to isometric view. So what I do on building placement, I first project it from isometric view to normal grid layer, where actual game locig happens.

    mapX and mapY are values for map size on tiles.

    Set Building X To round((((mouse.X / 32 + mouse.Y / 16) / 2))-mapX/2)*64-32
    Set Building Y To round((((mouse.Y / 16 -(mouse.X / 32)) / 2))+mapY/2)*64+32[/code:9gxc3gd9]
    
    Then I project that building back to isometric layer same way as all other objects.
    [code:9gxc3gd9]Set IsoBuilding X To (LayoutWidth/2)+((building.X-building.Y)/64)*32+32
    Set IsoBuilding Y To ((building.X+building.Y)/64)*16[/code:9gxc3gd9]
    I use some offset corrections, but they should be just some last numbers I think.
    
    So I'm not sure how to snap directly to isometric view.
    
    Also I'm not great at math this just seemed to work  also if someone can come up with better formula it would be great.
    
    About this game there is some performance issues when I try to place unit weapons as separate Sprites to them. Even when I don't use this formula, but only setting their position to those isometric unit objects. Don't know if pin is any better. Could there be something else than for each, that I could use.
  • SamRock Do you mean did I try to edit the Tilemap plugin? Well I cannot really code.

  • SamRock Here is some good info about isometric projection. I also use this method

    http://clintbellanger.net/articles/isometric_math/

    You don't really need any special isometric renderer. The idea is that the actual game logic happens on separate invisible "regular grid" layer and the isometric objects are just drawn with certain formula from objects from that layer.

    I also posted isometric tilemap example using two Tilemap objects here

    https://www.scirra.com/forum/viewtopic.php?f=146&t=97423&p=747572&hilit=isometric+isometric+to+2+tilemaps#p747572

    For Z order I but all Sprites that need to be sorted to Zorder family and then if something moves on screen or camera is moved I call the update using zorder global number. Not function because on my understanding that could call it many times per tick. Not completely sure though.

    For the update you can use.

    For eagh Zorder.family (ordered) Zorder.family.Y ascending
    => move to Top[/code:3nvqr69g]
    
    Also to for better performance I use every second for the update based on Zorder objects on screen something like
    [code:3nvqr69g]every ZobjectOnScreen/500 seconds[/code:3nvqr69g]
    Making the update every tick can be a bit much specially if you have one wall tile as single object. You notice this in my game if you train a lot of units it's not so perfect anymore  Also note that on C2 version r166 there is some event engine performance improvements and this might be a bit faster as well. Just experiment with it and see what is acceptable.
    
    I was thinking about making tutorial about this, but I would maybe like to add some other functionality as well. Maybe floors and hills, but then it would start to be almost some sort of isometric engine and quite a bit of work. Would be interesting though
  • Seems that the pathfinding object is just turning. Try increasing the turning rate.

  • So if you would like to share any game cutscenes that were really memorable. No matter if they are pre-rendered or not.

    Here is my sort of list thing, but it doesn't have to be a list.

    1.

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    13.Duke Nukem 3D End Movie

    14.

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    15.

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  • Lot of them are web games.

  • keepee I get this.

    Could it be from GPU blacklist? I have GeForce GTX 560 Ti TOP. Though I don't get any forced canvas2d rendering.

    Edit: Works on Fullscreen quality set low.

  • keepee, Your welcome Just a shame it doesn't work on Webkit.

  • You can set layout and layer angle. Was this the only thing you ment?

  • You could use OR block. It also seems that you have fairly complicated control scheme so local variables could maybe keep things a bit cleaner.

    You probably knew this, but if you use any pre made movement behaviors remember to set Default controls to NO.

    Made example.

    Edit: I forgot it is made with r164.2

  • You could use something like sprite.X-4*dt*60 or use variable if paused.

  • One option would be to use unbounded scrolling.

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Katala

Member since 31 Jan, 2013

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