I'm having some probems with Z sorting 3D files in Q3D. Even if I palace things on different layers they seem to have Z errors. Thought that the order creation would place them on top but no luck. Any ideas? Or am I missing something here. Tried Scirra z order, and Q2D sort order but they still display wrong.
Cheers,
http://www.liquid-glass.com/123/test.capx
I'm sorry to take so long to look at the .capx. I was out on vacation, and just got back today.
I noticed a few odd things:
1. You are creating 4 new objects every tick in the "MATRIX" event sheet. This makes it almost impossible to debug anything because it quickly drops the frame rate to a standstill. I put all four object creation events under a single "On Start of Layout" so that you only create them once.
2. You are placing each object in an unexpected way. They all have almost, but not quite, the same z position:
(500,500,1)
(500,540,2)
(500,580,3)
(500,620,4)
Given that each box is a 50 x 50 x 50 cube, did you really mean to space them 1 apart in the z-direction?
3. You don't need to create a new object type each time you want to place an object. I assume each of these should be an instance of the "crate" object, or something similar? If you want 4 of them, just use a for loop to create one and place it appropriately each loop. Or just drag them out onto the layout by hand. I place everything in my level using a top-down view, then position the camera so it looks at everything from a 60 degree angle.
If you are interested, I can send you a sample .capx showing how I would place things in the layout, then design the 2D UI on top of that.
Have you given any thought to how you want to design x-y coordinates? Do you want to place everything on a standard x-y grid, then move the camera so it is looking from an isometric perspective? Or do you want to place everything in an isometric grid to begin with? I haven't done an isometric game before, so I'm not sure how people typically lay things out. I suppose it primarily affects the mathematics of character movement...