I will definitely fix any bugs users come across. If there is enough demand for a specific feature I'll put it in, though the engine is designed to be modified and built upon by the user. It should work with all exporters (within the limits mentioned before). Any bugs with these I wouldn't be able to address since they would be on the exporter code side of things but of course if something needs to be changed in the mfa for improved compatibility I'm happy to work it out.
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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Looks pretty cool! Can this be used for other types of games... say "Double Dragon" or "River City Ransom" type games — and not just isometric vantage point?
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Thanks! It's designed for isometric, though there may be some techniques that could be helpful for other "2.5D" games. The games you mention wouldn't be too complicated to make in Fusion though with a few basic collison and sort order techniques.
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Animated tiles are definitely possible without much modification. You would need to change "force animation frame" to "change animation sequence" in the floor and walls in the "Update" group.
Hello again. I got the animations working like this for the tiles. Problem is when moving around with scrolling enabled the animations start over from the first frame. Tried enabling and disabling the "compability" (Do not reset frame duration when animation is modified.) So I am not sure what to do. Maybe creating a system that saves the number of frame to an array and loads it could do the trick.(not sure how to implement it)
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Thank you!
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Problem is when moving around with scrolling enabled the animations start over from the first frame.
Oops I should have said use directions instead of animation sequence. I *think* this fixes the issue!
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With the directions I have the same problem
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I tested it and it should work. Also make sure you get rid of the "cubes for ground" section of code as this might be messing with it as well.
If you're running it uncapped at 999 fps setting the animation speed to below 20 causes issues. This seems like a weird fusion quirk. But if you're running 60fps (vsync) it should be fine at any animation speed. Also for some weird reason all your animations must be the same speed.
With sequence (you can see the numbers resetting):
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With directions (working):
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Thanks again solarB for swift reply and the effort to try this out! Unfortunately trying those did not help. I am just guessing but when you tested with numbers did you have same amount of frames per direction as well? I just copy pasted the same animation to all directions (so identical amount of frames) and it started working, but with different amount of frames in the directions of animation I get the same issue. So running the directions in same speed and same amount of frames will make it really difficult for me to have animated tiles. Although its highly likely there is something else wrong with my events. Oh also I am using the "walls" animated as well so this might bring up some more problems aswell.
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Ah yes you're right I did have the same amount of frames. I'll try to implement a frame storing system since that seems like the best workaround.
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Thanks so much! I guess ill try to make something else meanwhile (because i was designing a puzzle based on the animations of the statue in the game.)
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Ah yes you're right I did have the same amount of frames. I'll try to implement a frame storing system since that seems like the best workaround.
Have you had anytime to look at this? or any pointers how you would do it? I have not been able to fix this
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Sorry for the lack of updates, I'm making progress though - storing the frames works, but they still de-sync because of animation speed vs framerate vs when each tile loads. I'm experimenting with a custom animation timer, though this requires the array to store max frames and speed as well as the current frame. Hoping it doesn't eat up too much CPU by reading all this at tile refresh. Will keep updating on this.
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Thanks for getting back to me. I've also wondered about parallax scrolling backgrounds and the like? how would I implement those since the conventional scrolling is not used?
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I found a simple(ish) solution that doesn't require any array stuff (see attached). Easy to implement but I might add it if there is enough demand in a future update.
Re parallax scrolling, this can be done with the Layer object, I think there's a few examples here on the forums. You would need to move all current objects up by however many layers is necessary.
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IsoLight is featured on The Reactor! Become a patron by subscribing to the Clicker tier and get a free copy.
Here is a little tutorial video I made for the Reactor stream:
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Please login to see this link. is now 70% off for a holiday sale!
12th December to 5th January
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Any plans to make a 2D Topdown lighting engine of the same kind of style? Something that could be used for 2D zelda-like games?
I'd like to implement some fancy lighting into my games dungeons some time in the future.. I could do it myself.. haha but if you can adapt this to a 2D lighting engine, I'd be interested in doing less work myself!
(for reference) Please login to see this link.
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[MENTION=6771]DaveC[/MENTION] could be done with normal maps and a shadow system for smooth lighting, grid lighting might be a bit more difficult with the top-down 2.5d but could be workable
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Hello again. There has been happening some slight frogress, a short gameplay video:
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At this moment I am struggling to implement smooth scrolling that is not entirely locked on the player. Ive tried the easing object but experience lot of back and forth stutter. IF you have time and some ideas your help would be greatly appreciated.
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