I thought I did, but you just need to raise the height of the tile with the mouse wheel
Isometric Lighting Engine - OUT NOW
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Oh, I'm using a touchpad. Maybe that's why.
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The example posted is working perfect here (with mouse),
just like the mfa,
which is awesome and super-fun btwloving it!
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Thanks schrodinger and a big shout out to you for correcting/identifying some minor bugs. These will be adressed in a future update when I get more feedback from users to see if there are any other issues.
Thanks to those of you who have bought it so far, don't hesitate to post any issues/concerns in this thread.
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Im having problems with scrolling. Small shaking / stuttering. Might be caused by low player movement speed or my own accelertion/decceleration events. To my understanding since the scrolling is not handled thru fusions storyboard control and instead the layer object I have yet to figure out how to fix it. Really digging the engine tho, keep up the great work and thanks alot! Edit: I guess the stuttering is the player sprite being placed upon the actual player active. I have an always set position of sprite to 0.0 from player active in place for the sprite to be on top of the player active.
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Also I am encountering some trouble duplicating the light object for other active object purposes. I am able to create the object via the editor, but loading the level from array only brings up another light object on the place of the object.
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PM'd, hopefully I can help with the first issue.
Regarding making another object, you'll have to code your own loading scheme for different objects since the loading only handles the level and lights. This shouldn't be too hard, if you look at how the lights are loaded that may help you out (perhaps create another array for your objects).
Very cool looking game!
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Read your pm! some great info there. Applying v-sync and moving the event below the movement group helped some. But the main culprit must be the very low movement speed of 0.1 and increasing and decreasing it in even smaller decimals such as 0.001. Thanks for co-developing this thing with me! Sent you a pm with the .mfa if you wana fiddle around with it.
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Does this work for Android and IOS as well?
I don't see anything in the description for what platforms it will work.
Thank you -
Uses layer object,array object, ultimate fullscreen atleast. Don't know if they are supported by exporters.
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Does this work for Android and IOS as well?
I don't see anything in the description for what platforms it will work.
Thank you
Same question here, SolarB. I read the IsoLight Manual a few days ago and you said that your engine supports all runtimes without the lighting code.
So the lighting code(not sure what it does exactly though) doesn't work with Android for example, although you didn't use extensions and shaders?
Can you explain this, if possible? -
Does this work for Android and IOS as well?
I don't see anything in the description for what platforms it will work.
Thank you
Same question here, SolarB. I read the IsoLight Manual a few days ago and you said that your engine supports all runtimes without the lighting code.
So the lighting code(not sure what it does exactly though) doesn't work with Android for example, although you didn't use extensions and shaders?
Can you explain this, if possible? -
The engine uses no shaders or extensions so theoretically it should support all runtimes without the lighting (as a functional isometric engine). The lighting uses RGB Coefficient which requires HWA.
No Lighting - I know it works in Flash. I tested it with HTML5 but it glitches out, I'm assuming this is a bug with the Layer object for HTML5. I'll post a bug report.
With Lighting - should work with HWA supported runtimes ie. Android and iOS although I haven't tested it.
UltimateFullscreen, Pathfinding and Surface object come with the .mfa but can be removed as required.
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Thanks! I interpreted this correctly then.
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Hi SolarB,
What do you mean when you say "Glitches out" for HTML5? I would be using it only in HTML5, so I'm wondering if this glitch is a game breaker or if it can be worked around.Thanks for you reply and congrats on a really amazing project! I really want to use it!
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Uses layer object,array object, ultimate fullscreen atleast. Don't know if they are supported by exporters.
Everything is supported except Fullscreen.
Is that one Needed? I'm "guessing" that's just to make it fullscreen for playing (as the name says duh.. lol)
Don't think there are commands in the object to use for events.. event changing the screensize , if I am correct.
I don't even have fullscreen installed. -
Just to clarify:
- Lighting *should* work with Android and iOS as they support HWA.
- HTML5 should work (no lighting). When I tested it though the scrolling bugged out. I'm in the process of submitting a bug report for this.
- UltimateFullscreen is included only if you want fullscreen on Windows. It can be removed.
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Hi guys!
The sale on the Isometric Lighting Engine ends in a week (8th August) so if you'd like 30% off please hurry!
Thanks to those who have already purchased, your contribution is helping me take time to work on the upcoming Simulation Kit, which will be a Prison Architect style sim example.
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I still see it at $9.99.
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It will be going up to $14.99 which was the initial price I planned for it. I would have liked to set a lower price but a lot of effort went into making it as efficient as possible.
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Do you plan to continue bug fix, new features, adding solid exporter support etc? I can tell you've out a lot of effort, I'm just curious if this is "as-is" or you plan to continue improving things which might sway me to purchase [just in case]
Sent from my SAMSUNG-SM-G928A using Tapatalk
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