Colonel Justice's Forum Posts

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  • Interpreting the extensive use of punctuation and double- and triple-emphasizing on the question if there is another way than giving away the source code of something you have dumped 7,000 hours of your spare time into, my educated guess is that you may have the opportunity on monetizing at least a fracture of the time spent and you may be in contact with a small publisher / studio, yet ridicously overrate the market value of the product to be.

    Talking personal experience here.

  • You can for example create 32x16 tiles to get a 2:1 isometric Layout. However if you have elevated objects (e.g. buildings) they are better composed of sprites, only the ground layer being a tilemap.

    Another method would be using the 3d camera set to orthographic projection and rotate the view vector accordingly. Like this you can use 3d objects as Billboards like I explained in the other thread.

  • The engine supports it, however, the isometric tile images are better created elsewhere.

  • Thank you Colonel Justice

    Sky is just a ping pong snaphot img scroll:

    Hopefully this experiment goes further in our HUM game.

    Can't wait to see your next bigger project using new features!I remember your love to raycasters. Thanks for confirming the speed of the Array.

    Best

    That's clever!

    I'm still working on the raycast engine, I managed to incorporate the algorithm and blend the 2D viewport layer on 3D layers. Like this I still can use 2D billboard sprites which can rotate, scale properly etc. One day in the far future, I will be satifsied :D

  • It's actually possible.

    0) Set the project setting 3d camera scale to regular.

    1) Create a 3D object (box shape).

    2) Create a sprite and import / draw all desired animations & frames.

    3) Create a container on the 3d object and add the sprite.

    4) Set the right face of the 3d object to use the sprite as texture.

    5) Create an event that adjusts the 3d box dimensions as follows:

    Every tick - Set 3d box height to sprite.imagewidth, set 3d box z-height to sprite.imageheight

    Now, you can control the 3d box appearance by simply controlling the sprite animations.

  • This is, once more, awesome! I especially like the daytime lighting changes - very moody!

    Array is way faster when it comes to reading data.

    I used canvas to store lighting data but it's slow if you want to extract data from a coordinate. Array is also way better to apply realtime data changes like lighting changes or terrain manipulation.

  • The jitter artefacts are caused by one or more of these project settings:

    1) Nearest sampling

    2) Pixel rounding

    3) Full screen low quality

    While typical settings for pixel-art games, rotating sprites on runtime will produce these visuals. If you want to have cleaner sprites for a pixel art game, you need to draw them at their respective angles and then import them in Construct.

  • 1. Remove the fog effect from the layout.

    2. Apply the fog effect to the enemy billboard.

    3. Put the billboard layer on top of the game layer.

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  • Please check

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/audio#internalH1Link9

    Playing sounds at the 3D cameras position and setting the listener Z height to the camera's Z position should give correct results.

  • If you want to use overlapping, make sure to add a "pick top instance" condition. Howevever, BadMarios suggestion is more accurate, since it doesn't have to rely on collision polygons.

  • You can switch face visibilities according to the player position.

    Do it only when the player is moving.

    For example:

    If moving up or down:

    Set top face invisible

    Set bottom face invible

    Then:

    -If 3dcamera z-elevation is greater than 3Dshape z-elevation + 3dshape z-height: set top face visible

    -If 3dcamera z-elevation is less than 3Dshape z-elevation: set bottom face visible

    This applies only to static 3Dshapes.

    Apply same logic for X and Y positions.

    Object-wise culling should be way more interesting though, but much harder to achieve.

  • It will render incorrectly when the distance of the sword object is less than the player object (= in front).

    Objects get rendered back to front, so first player sprite, then sword sprite which will overdraw the transparent areas and thus won't blend correctly with the objects that are behind.

  • Stuff has to be drawn in a per-object order. Make sure the layer on which the sword uses camera distance for rendering. If it already is, it probably won't get better than that.

    See this manual entry: https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/3d-shape

  • Well, after further reasoning, the method to swap the objects by simply swapping their states via JSON appears to be futile since their swap will not be recognizable (same position, size, angle, etc.).

    You can, however store their appearance in local variables, then perform the JSON swap, then overwrite the appearance variables.