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  • ...And I tried clearing my cache. No avail. It loads in other browsers, just not chrome, and the previous versions load.

  • https://twitter.com/CaptainZeroGame/status/1441868103604867072?s=20

    No raycasting, no 3d plugins, no built-in 3d anything just sprites. Kinda obsolete now but a fun exercise.

  • https://uberdroidgames.itch.io/deadwood-hotel was made in C2 with an early version of this.

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    Here's a "Tron" thing I did with it...

    https://twitter.com/CaptainZeroGame/status/1269541506227961856?s=20

  • This was way before the 3d objects, camera or even z positioning. It's 100% event-driven ray-casting. All my own system. (Except the floors and ceilings are an effect)

  • Now that Construct 3 has a 3d camera with basic shape objects, ray casting might be obsolete for some users I'm lowering the price considerably!

    There are plenty of things you can do with this that you don't get easily with Construct 3's native 3d objects.

    1. Dynamic lighting. You can use light objects that light up your walls in real-time

    2. Lots and lots of built-in features like particle emitters, weapons, doors, keys, enemy AI etc.

    3. It's genuine ray casting. No actual 3D or Web GL going on for that "fake 3d itch"

    4. You can still use the ray casting Construct 2 templates

    5. FPS Weapons and weapon switching.

    6. Lots of effects like blood splatters, bullet holes, debris!

    7. Fully documented game templates with how-to videos and instructions

    8. Lots of assets all free to use with or outside of the template

    Lots more too.

    Thank you so much to everyone who got this and helped contribute to it. It was a lot of work.

    It's available here.

    https://uberdroidgames.itch.io/construct-ray-casting-game-kit

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  • The location on the texture is based on the scale x and scale y. I haven't done it on C2 --for that, I've only had just infinite scrolling the same texture floor so location didn't matter.

    Also For C3 I had to set the max sprite sheet size to the texture size for the floor/ ceiling or it would get other object textures mixed with it..

  • I too use Mode 7 to do floors and ceilings, and it works pretty well after manually adjusting the numbers a lot, but it's not "rock solid" like actual floor casting.

    When turning the floor angle drifts a little.

    For a while when I got the scrollfactor right for moving forward or backward, then side to side motion is f-ed up. There's a "just right" kinda balance I found but the angle thing still happens.

    I got it to be not that noticeable, but it would be nice to get it spot-on. In fact that would open up possibilities like having more than one level.

    Also really interested in how you get a performance boost with the tilemap. I get 60 fps with not a ton of objects, but it goes down with any higher resolution than 256 lines.

  • I wish we could temporally delete variables or objects without Construct automatically removing references. It's a great feature but it would be nice to be able to disable it if needed.

    Or can we?

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  • If you get the scrolling factor right it might look perfect when you walk up to a wall or walk away from one (forward and backward), but then strafing the floor flies by willie nillie. Then you can adjust it further so there's a sweet spot that seems to work for both fb and strafing motion, but then turning the floor angle turns at a different rate than the walls. Then you can adjust the fov to minimize this, once you do the scrollfactor is once again all wrong. After a lot of "tweaking" I got it pretty much under control.

  • Yes that worked!

    Now I am able to walk and strafe with the floor matching my walls pretty closely, however ,

    While TURNING the floor kinda "moves around" as if I'm turning on a different axis than the rest of the game turns on, but that's a problem with the fov of my ray casting not matching the fov of the mode 7 in some way.

  • Seems like I can't put any other sprites anywhere. Even on a different layout.

    But the "player" sprite seems to have no effect, Tried adding the sprite first then the mode 7 affected sprite... same result..

    It's weirdly not "spritesheet aware" so the only way to make it work for me is to set the maximum sprite sheet size to 512 and make the floor that size (or make the max whatever the floor size is).

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