fldr's Recent Forum Activity

  • ah ok that makes sense thank you for explaining!

    i want this game to be as minimal as possible so it can run on a wide range of devices, so unfortunately i cant rely on webgl.

  • > Hi,

    > today i started working on an isometric tower defense game, using the lovely assets by Kenney.

    > Didnt got much yet, only a map, some enemy walking the path and making sure everything has the wright z-order. Isometric game design is totally new to me and i had a hard time figuring everything out with this damn z-order and where to place the tiles <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    > but anyway, you can see what i got here: http://fldr.de/tower3

    >

    >

    That looks amazing!

    Here is my Isometric Endless runner game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    viewtopic.php?f=148&t=125571

    Video and Google Play link in my signature

    Did you manage to raise the sprite when they walk over an elevated road like for instance the Bridge in your screenshot? How is that done?

    Thank you!

    Your game looks really cool, will try it out later <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    i didnt do the raising of the sprites on bridges and stuff yet, but i plan to do it like i did it with the corners, spawn invisible objects at keypoints and let the sprites change their movement angle when they collide with it

  • If you use Q3D for rendering, it implements a proper Z-Buffer and would correctly render things based on X-Y-Z without the ordering trouble . It has a 2D sprite object you could use so its actually works well for isometric stuff too, and also gives you the freedom to add 3D stuff if you have to and use 3D collision detection, you could also use normal maps on 2D planes and add lights too. There's a bunch of features that would help with this type of project, since ISO is really mostly just 3D game development with 2D sprites instead of models.

    i thought about your plugin before but i fear that its to huge for my current knowledge, but im still following your progress with it and will buy it eventually in the future

  • First you make the game in 2d topdown.

    Each object there would have a isometric counterpart on another layer that is offset to isometric coordinates.

    iso x= 2d x- 2d y *(tile width/2)

    iso y = 2d x+2d y *(tile height/2)

    Edit:

    Let me add containers work pretty good, except the container spawns on the parent objects layer.

    Thank you! will try it!

    What do you mean with the edit?

  • sure, just set the end of the loop to something like 5+wave*5, that would give you 10 for first wave 15 for second and so on

  • then i wouldnt have to calculate complicated ranges for the turrets?

    i would be thankfull if you could tell me more or point me in the wright direction (what phrase to search for?) how to achieve that

  • Its too bad you can't have a an invisible 2d layer, and just project the isometric objects to the isometric coordinates.... oh wait.

    tell me more, tell me more

    am i reinventing the wheel here and everything im looking for can already be found here somewhere?

    i saw that projection before but does it allow to set the turret range? or is really everything happening on the invisible 2d layer and the visible part is really only for visual enjoyment?

  • > fldr , tunepunk

    looks promising! Here is an example capx i did for isometric, multilevel and multilayer (one screen) purposes. There is a solution for auto z-indexing according to the position.

    Very effective, with no collision checking at all check it out, it might inspire you the right direction. Let me know, if it helps.

    Original Post:

    Original Text:

    Passing beneath/above object (being on different floors)

    Finally all the basic features are included. Not using solid-behavior or pushout absicly at all, since you have to be able to pass under walls, which must be colliding with the player on the same floor. (There still can be some reduced even now, eg "guides"). Players can just swap places, like with the wall being put in the foreground or background according to any layers, which is not implemented yet, but easy from here.

    No Solids

    Obviously, you can work more with collisions, also adding solid behavior -- which is more stable and might be necessary especially on slow devices to prevent passing through walls when slowing down to few ticks per sec. --, and just use this method when both players are on different floors, to disable solid temporarily, but enable the collision-control-lock. But I don't know, how many objects you are going to end up with.. it's always good not to have too many collisions, especially, if you plan to play it on phones/tablets. So its a balancing...

    Formula, Family and Harmony

    Also, it is just a sketch, I'm sure it can be optimized a bit. Sorry for any longer Formula, but I try to work with families and relative values, to build up a proper engine with all object types are being easily replaced or added easily, without further coding basically, so anyone can use it to start with. Of course, most of them will be registered, to provide some more transparency, (as I did already in this file). I am also thinking of putting them as a collection online somewhere in this forum, since I really enjoy developing different ones and got a bunch of them by now.

    CONTROL KEYS:

    Player A = AWSD

    player B = L/R/UP-ARROWS

    Thank you for the input! Will try out your capx tomorrow, now its bedtime here and i would propably not understand much

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  • here you go

  • i would set the racket to the position/angle on the hand you want it to be, then pin racket to hand (angle&position)

    this way you can rotate the arm and the racket will follow like it was held by the hand

  • Wow, thats very nice! Is it allowed to use the created people?

    I made something alike for the "Pixel People" of Tokyo Geisha some time ago

    http://fldr.de/PixelPeopleCreator/

    (i added some more layers, so try around with the characters to get the not-listed parts)

  • Also, the baby with the bulb on his head, is that a graphic you're sharing with fldr ? He also has used the exact same graphic in his game. Or is it from the asset store?

    these are public domain graphics made by Kenney (http://opengameart.org/users/kenney or kenney.nl)

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fldr

Member since 17 Oct, 2013

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