tunepunk's Forum Posts

  • Here's my solution which works pretty fine. I think it performs quite well, but probably can be optimized a bit.

    Objects can be replaced with families i guess.

    I'm not sure if i got it right exactly the way i wanted, but what I was aiming for is to call the sorting function only when something moves to a new layer (Above or Behind), which it does depending on the Y position.

    And here's a link to the capx file.

    https://dl.dropboxusercontent.com/u/20560446/z_order_isometric.capx

  • Nope no problems what i've seen so far. As long as you seperate the ground and the "objects" and set the imagepoint correctly you this one sorts every time Y position of moving objects change, so it will stay sorted.

  • > It looks like you got it working. So far so good.

    >

    > What elements of the isometric game logic gave you the most trouble?

    >

    its the z-order thats troubling me, mostly the details like trees, they rely on the z-order of the ground tile they are on but thats not always wright with towers and people.

    For example the tree and tower in the left corner arent wright, i had to move the tower to the same layer as the ground (normally people and towers are one layer above).

    This problem could be solved if i had the details seperated from the ground i think.

    I had some trouble with that too, but got it working quite good.

    Example and capx in this old thread.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=97677&p=756014#p756014

  • BTW, I though that official path finding could be fixed to support moving on isometric/hexgen grids.

    I would like to try it.

    That would be really awesome! It seems like a lot of people like to use isometric view on their games, so any optimization towards that would be great.

  • Looks Nice! Cool style, can't wait to see what this will look like when finished.

  • Nice. Gonna have a look at this! Sounds interesting.

  • Too bad I only have a windows phone here at the moment. I will try this one out when i have a chance. Looks nice!

  • On the right track

  • I like the character design a lot. Awesome.

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  • I had a lot of ideas for a long time, but never really had any tool to make them until i found Construct 2. I tried a couple of times to make projects with friends. But there's often too many hickups and bumps along the road working in a team (On your "spare time"). If i really do need help on something I will actually consider paying someone to do it, or ask help in that particular matter.

    Many projects that you do on your spare time tends to become more of a burdon than a hobby if you involve too many people. Although, If you synchronise your vacations, sit together a couple of days/weekends/weeks working intensely and focused together towards the same goal, you can achieve a lot more than doing an hour here and there, depending on each other to fix certain things.

    If you really need to work together with other people on something doing it focused and intensely over a shorter period works way better than stray work every now and then. Getting together over the weekend, Rent a cabin in the woods (preferably with as few distractions as possible), kiss your partner goodbye, and just go crazy.

    For me when I'm working alone on something, i use the few hours after work every now and then for planning, inspiration, sketching, writing down ideas, and set a goal what I want to get done over the weekend. Then first thing Saturday morning I brew myself a nice cup of Java, and start work, until i'm too tired to continue, and the same thing on Sunday, if I don't have anything else booked.

    At least that's what works for me.

  • Here is a demo about finding path on a hex board.

    - click any purple tile.

    Nice example. Takes me back and makes me wanna do a UFO: Enemy Unknown type game.

  • That could work too, but for my simple mind this chessboard pattern seamed easier for me to grasp than to translate straight coordinates to isometric ones. I'm not really a programmer or coder, so I'm just messing around with it, to see what's possible. But i guess what you're saying using offset you can translate any array position to a map shape like this <> ... Just like a tilted array.

    For example so the translation would be something like this?

    Line 1, cell 1 would have an offset of X,50 Y,0 (of 100) It would have the top position middle of the screen.

    Line 1, cell 2, would have a position of X,60, Y,10, would be one the second row, slightly offset to the right from the center.

    Line 2, cell 1 would have a position of X,40, Y,10 would be one the second row, slightly offset to the left from the center.

    "Y" would increase for every line, and X would decrease by 10 for every position on the Y axis, and increase by 10 for each position on the X axis.

    Then the array would translate to something like a shape like this -----> <>'

    Anyway i still prefer the chessboard pattern because it's easier to grasp and to visually comprehend and woudn't restrict your map to a shape like <> ... You map could still be isometric, but have any shape within the [ ] boundries of the array.

    In the chessboard layout you could replace any number with a 2, to block movement. Just translating the the array to isometric positions you can't control where you want to block certain movements. Or you have to add it in code.. restrtricting movements in certain directions based on the number and position of stuff relative to your position, and it just becomes an headache... at least for me.

    Here's an example of the control you have in the chessboard pattern, that would be much harder to control using your suggested translation. Top example is using a small object like a fence on the same position. The lower example a big thing like a building.

  • Here's an explanation on what I'm working on. I will also try to use an array approach to get the valid positions and callculate a path based on the array. Or at least i think I'm on to something... >_<

    1's are valid positions to stand. 0's you can cross but not stand on. 2's you can't cross or stand on.

  • I was messing around with the collision boxes and got some pretty nice results but would be great if you in some way could have one set of collision boxes used only by pathfinding.

    I was also messing around with some events to make some kind of home brewed pathfinding. Basically what I did was ignoring all collision boxes placing dummy sprites in a chess board pattern (for diagonal feel sort of), and removing sprites in this checkered pattern where i didn't want pathfinding to go. Worked quite well, but a bit more work to do. Will try out some more tests on it later.

  • +1 for that. I've noticed that too. I managed to do some tweaks to the parameters to get it somewhat better but still not good enough especially in tight areas. Had to rethink my level design a bit and make things a bit more spacious.