Lets start this saying that this is NOT A GAME it can be used FOR a game... Its an experiment to take the full potential of C2 WITHOUT any help of plugins searching to find a new way for a fake 3d, pure event sheet power (only 97 events) and to think new games with it.
UPDATE 09/12/2017 : This intresting video
[quote:38tjl7pd]Here is an update. Now i was figuring out a way to use it, but i had the problem of perspective movement, in my attempt to fix it, i found a way to do some kind of proyection from the bottom... just like the holograms in ancient movies....
https://youtu.be/0O_Nxo_abno
Right now, It is merely a method to create maps and to interpret a noise equation to generate some kind of Vortex 3d map in Construct2. In the way i learned about performance in heavy loading, how to work with 5 thousand objects at the same time, and a lot of ART TEORY! Yes, a lot of it helped to understand the ways of 3d in a 2d world.
Saddly, i can't continue because i have to go to a stronger engine (for my job, not for this) )
So...
All began with this
I love to experiment, and the most intresting thing about this, is how many mistakes i had! And those mistakes were the main reason it actually worked! Really!
This went in 2 separated experiments, the first one is maybe the most intresting for those who wants to create world maps is this noise generator, easy to use and to implement in anything, maybe for rpg games or tower defense. The results are nice procedrualy generated worlds with, sea, water, sand, grass, trees, debris, forests, mountains and a lot more...
The second path, was to do detailed zoom, but detail in the way of information, so in this one, you can zoom in and out, adding details of information (like if you see a forest, you can get in and see what kind of trees there are) (ignore perspective effect, was just a test)
the main equation was wrong in a few operating signs but the result looked like something right... but when i fixed it, the entire noise generator became just a boring island... so i return to the wrong equation and those islands became nice big areas of land and water mixed toghether like natural beigns
After this, i started to try to be more deep into the information you can get from a single tile. So i went to high mountains and deep sea... For that, i added an equation to move the tiles according to their deepest point to the highest. Creating a real time deforming mesh (yes, 13 thousand objects being constantly updated wasn't very cool for FPS)
But i went further... Here i started to test with deformation of perspective view, the results were very intresting but it didnt totally close the idea.
So i added a reverse size effect (further smaller, closer bigger) and the result was an other nice artistic result
This scalated quickly after this, im talking about 6 months of work but this last phase went bananas in a few weeks.
Understanding shadows
understanding deformation meshes
learning how your eyes understand 3d
and of course, how far can i go with effects
but the most intresting thing i learned was about "octavios" (reducing the amount of tiles in the distance to improve performance but not loosing quality, you jump some tiles that wasn't going to be visible anyway) To understand this, basically i had around 6000 objects, with octavios, i went down to 3000 and getting the same visual effect.
I lll continue the story in an other time for now, i want to know if anyone else were practicing or trying something like this before and what do you think? what kind of games can be done with this??
funny things:
http://www.heroesestudios.com/breed/sueños.gif[/img]