UberdroidGames's Recent Forum Activity

  • Here the Construct 3 Version: https://drive.google.com/open?id=1DbMLxEq8TsQIuFGb91gOBfoTjm2JhE6G

    The construct 3 version messes up as soon as I add another sprite. It "includes" the sprite in the mode 7 effect

  • * Fixed horizontal fish-eye distortion. Updated all example projects.

    * Switched C3 ray casting to use built-in line of sight behavior (much faster)

    * Switched C3 version to built-in functions for much more readable code

    https://twitter.com/i/status/1216530916102696960

    Demo video

    Template is here: Not updated yet. It will be available in the next few days.

    https://t.co/nSrovt0Uuk?amp=1

  • Can someone make a C3 version of this? If we had mode7 and mouselock for c3 I could do some real dammage!

  • I have a set of well-commented capx and c3p templates that implement ray casting with basic real time lighting, scrolling textures, doors with locks, enemies, fps guns, bullet holes and blood effects...

    Videos on how to use the template, 24 page book... couple of videos that take you from a blank project to a ray casting level with working doors.

    Right here: https://www.scirra.com/store/royalty-free-game-templates/construct-2-ray-casting-template-4734

  • I tried using Mode 7 eight ways from Sunday and still couldn't get the POV right. It either rotates uneven with my walls, or scrolls uneven with their movement. I got it pretty close with DeadWood Hotel, but still not right.

    https://uberdroidgames.itch.io/deadwood-hotel

  • I did this with basic ray casting and the mode 7 plugin for construct 2.

    uberdroidgames.itch.io/deadwood-hotel

    It's great, but I can't figure out quite how to get it to line up exactly with the walls.

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  • This is amazing! How do you zsort? Is it like everything higher is in front of everything lower, and then sort by z? Basically sorting by y then z?

  • For which layer? I tried "force own texture" on the space layer and nothing changed.

  • OK I have an advanced lighting question (advanced for me anyhow):

    The only way I know how to do lighting is to have a dark layer on top of the playfield and add white elements to it with "destination over" rendering.. (or something like that)

    What I am trying to do is have lighting that only affects a middle layer and not the background.

    The background is space. So I only want the lighting to affect the spaceship sprites... not the stars and stuff behind them...

    Any ideas?

  • Thanks! The ray to wall-height uses the cosine of the angle times the ray width basically to get the straight perpendicular line from the screen.

    There's a variable that sets the wall height relative to the distance value and that gives you different perspective looks. It's one of those things to play with to get the "feel" you want.

  • Make your own ray-casting FPS style games in Construct 2 or Construct 3!

    Template here: https://www.scirra.com/store/royalty-free-game-templates/construct-2-ray-casting-template-4734

    Demo here: https://uberdroidgames.itch.io/construct-2-ray-casting-tech-demo-mummy-temple

    UBERDROID GAMES RAY CASTING GAME KIT FOR CONSTRUCT 2 or 3

    Fully documented game template to make your own 3d ray-casting games in Construct 2 with no 3d plugins!

    Comes with Ready-to-build Construct 3 c3p project as well.

    6 fully commented and documented capx projects to start from.

    ***********************************************

    Requires Simple Mouse Lock plugin available here:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-simple-native-like-mous-131418

    ***************************************************

    With the barebones template:

    Easily edit your 2d map with wall objects to create any level layout you want

    Walls can be any angle and even different heights

    Add your own wall textures and custom objects

    Add dynamic lighting to your levels with light objects

    Standard FPS controls including a limited ability to look up and down

    Built-in simple AI for enemies to follow and shoot at the player

    Player health meter, HUD and simple FPS shooting

    Doors can require a key

    Solid color floor and ceiling or solid floor and scrolling open sky for outdoor areas

    Zones for changing music, lighting, floor and ceiling, or teleporting the player, triggering events

    Special Wall3dF objects allow for some walls to have windows or transparent areas

    Objects can be always facing the player, pseudo-facing a certain direction or appear fully 3d with point-of-view frames

    How-to videos

    How to make a ray casting game from scratch (2 videos)

    How the Mummy Temple demo works, how to add textures, objects, weapons (2 videos)

    I take you from a blank Construct 2 project to a textured ray casting fps walk-thru and explain how each step works.

    26-page document on how to use the bare bones ray casting template to make your own games.

    Use the template, projects, media to make your own SINGLE commercial or UNLIMITED non commercial projects.

  • working on my next patreon template project "nuclear Throne-like"

    aiming and shooting.

    cheap sprite reordering

    initial take on using random walkers.

    early take on configuring the type of levels that can be generated.

    Final list of configurations when it comes to generating levels.

    I love it. Looks like you're using a "digger" entitiy-based generation technique.

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