Zebbi's Recent Forum Activity

  • There's a document Quazi linked to somewhere in this thread that outlines basic stuff to get started.

    Found it, the manual is very focused on objects and shading, etc, should I use the Q3D raycaster plugin or something to display sprites/tiles in 3D? That's another point, can you render tilemaps in 3D space? That would be very useful for creating levels using just the editor. Here's an example of making levels for Rise of the Triad:

    Very very simple tiles given heights, this is the kind of thing I'm trying to do.

  • Yeah, If I understand you correctly, Zebbi, that shouldn't be that difficult.

    You'd basically position them in the editor, assign a Z position in the properties window, and using a camera that looks along the x/y axis so that z becomes down/up.

    That sounds great that it's do-able, but I'm uncertain where to even begin with this plugin! :/

  • I'd need an illustration of it to understand the desired effect you're going for.

    You can give sprites a z position, which would position it closer or farther from the camera, for example.

    Can you design a level in top down mode using just the layout editor using sprites and assigning heights to them then converting their x and y positions into distances, mode7 style?

  • For what? an in-game map-editor?

    You'd need a way to move through it, and a way to target locations within it, along with what sort of pieces to add/remove. Ways of modifying those pieces, etc.

    All of it would need to be stored, such as positions of the pieces, and directions, etc. You can export the data to its own file, then create some events to read it all back in when loading a map.

    It's a lot of work- so I'm not sure how basic it will be.

    Well, I was hoping to just position some items on the construct editor, can this plugin be used to add height to 2d objects and render it accordingly?

  • Anyone got any real basic ideas on this?

  • Still present in the new version of C2.

  • > Does this mean you can make 3d games easily?

    >

    It's not all that optimal at the moment since the C2 editor doesn't support 3D. However because most of the basic 3D features are working properly and the fact that you can use the visual scripting of C2 that you normally would, I'd say it's pretty easy to make 3D games in general with this plugin. We just need more support and more features!

    I would be happy just to have an example of being able to design a 3d game in 3d mode, like they did pre-1996, unfortunately I'm not smart enough to figure it out myself and the examples are mostly just tech demos. A mode7 approach to designing with this plugin, due to the 2d nature of C2, would more than likely be the easiest way of working.

  • I'd still like to do a side-by-side with cocoon to see if it worths jumping through the hoops again for XDK.

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  • Does the new xdk outperform cocoon yet?

  • I think it would be amazing to work with this for a 2d based game hat renders an entirely 3D background like you've done, heck, you could even do pandemonium-style games with it. Prominent Did you trial and error the position of the grey floor tiles to line up with the sewer obj?

  • Zebbi ,

    You'll need to do these things first:

    viewtopic.php?f=153&t=106677&p=950721&hilit=alphatest#p950721

    and this:

    q3d-v-2-4-3d-physics-skeletal-animation-update_p941377?#p941377

    then open this:

    capx file: http://1drv.ms/1oKrBWi

    Wow, thank you Prominent! That looks excellent, have you tried having it so the character can walk along the z-axis when UP is pressed?

    Just trying to work out how the heck to visualize this kind of thing in a 2d editor that doesn't have any relationship with the 3d object <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused">

  • Zebbi , thanks- yeah, that's what I'd do. I'd use something like my Crocotile3d program to create the map and export it, then import into construct2 using q3d.

    That's what I did with that example gif. I think I had to flip the y axis, or rotate the model to display correctly- q3d gives you options for sorting that stuff out.

    I then used a tilemap object and physics objects with chipmunk plugin to handle collisions.

    I'm not sure how I would handle collisions for a fps game though. It would be easy if you could use a 2d representation for collisions like wolfenstein, and use a tilemap object, etc..

    It might be possible to create your own collisions by raytracing geometry if you want something more 3d.. or maybe try using the provided physics stuff in q3d( I havent tested them out ).. But you'd need a way to place that stuff efficiently, and change it easily if you need to.

    I wrote an experimental feature in crocotile3d to export the collisions tile data based on a map I construct in it, and then I just load that into the tilemap object. That way I don't have to setup the collisions in Construct2.

    It only works for side-view style maps though.

    I don't know how well you are at writing your own code/etc. But you might be able to export some object point data from my Crocotile3d program and create your own instructions in Construct2 that takes that data and use it to create/place q3d physics objects for collisions. But I don't want to suggest doing that since I haven't tried it myself and have no experience with the q3d physics, so I don't know how difficult it would be or what sort of issues it may have.

    Alex, do you have a capx that shows a section made in crocotile 3D imported and working in C2? Something like that example gif would be very useful!

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Zebbi

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