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.
  • 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.

    Cant find the edit button for the life of me. Ah well. EDIT: Since I am already having 900+ objects all the time on screen ( I presume they are tiles) Could it be possible to remove all the tiles acting as ground on 0 Z height? Would that increase performance? although I am running solid 60 fps nowadays pretty fluently. So far I've only resorted into hiding them.

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  • There is only ever FieldSize x Fieldsize tiles, which are then translated to Z height using a value. The height is an illusion created by assigning Z value, therefore all tiles on the plane are necessary. If you are adding tiles the only actives added are walls, and they are dynamically loaded as you move around the array.

    From your video (looks good!) it seems that because you are using large tiles and only part of the screen you would be able to take advantage of the included profiles, or create your own using the FieldSize value (set this to something smaller) and the Profiles group under the Init group. This restricts the amount of drawn tiles. Note that with a smaller Fieldsize you must set the FieldOffset and Crop values to center it on screen. To get an idea how this works set the value Profile to 1 or 2. There's also some info about this in the manual.

    I will try to do some work on the smooth scrolling.

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  • There is only ever FieldSize x Fieldsize tiles, which are then translated to Z height using a value. The height is an illusion created by assigning Z value, therefore all tiles on the plane are necessary. If you are adding tiles the only actives added are walls, and they are dynamically loaded as you move around the array.

    From your video (looks good!) it seems that because you are using large tiles and only part of the screen you would be able to take advantage of the included profiles, or create your own using the FieldSize value (set this to something smaller) and the Profiles group under the Init group. This restricts the amount of drawn tiles. Note that with a smaller Fieldsize you must set the FieldOffset and Crop values to center it on screen. To get an idea how this works set the value Profile to 1 or 2. There's also some info about this in the manual.

    I will try to do some work on the smooth scrolling.

    Oh yes I have been running custom profile. Took some fooling around with the tilesize and fieldsize,offset etc. Its at fieldsize 16 with tiles of 64x64. It only mildly crops at the edges ever so slightly and the play area is now super centered(field offsetx-208,y 166) . The thing I was doing wrong was a huge bunch of inactive light pointers hanging about to account for the amount of objects. And tracking the number of objects with debugger I discovered the number of objects stayed the same regardless of number of drawn tiles ( duh because they are always there like you mentioned.) BUT Im still running 600 objects on screen at all times. This is due to duplicating one of the tile types for usage of foliage and such which are not obstacles. So essentially there is DOUBLE the amount of tiles on top of each other as there should be. Some how I cant edit the forum posts always so I felt like i shouldn't post a third one in a row.. As far as the scrolling goes I would be very glad to get a smoother camera I am even willing to pay If it is too much of a hassel and your up for the task (because i cant figure it out). Thanks again for responding and your kind words on the video + your multiple advices. Couldn't do this without your help!

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    Edited once, last by gurglak (January 28, 2018 at 1:37 AM).

  • SolarB, I've been looking for an engine a lot like this one :3 it might serve my needs if there were two slight changes i could make:

    1. The first is the ability to change the size of the collision between the character and obstacles. For instance, I have tiles that are 360 in size, but my character is far from that wide. The size of the character only takes up around 64 pixels of that large 360 space. The way the engine is now, the character collides well with the bottom left and bottom right sides of the walls, but when moving behind it (top left and or top right), the character collides with the obstacles substantially farther away. I realize it is because the engine only understands the base size of each 'grid' coordinate to be whatever I set it to (in this case the tiles' sizes - 360), but the character is nowhere near that size. Is there a way to solve this?

    2. The size of the lighting. While I understand that the lighting is dependent on the tiles themselves, is there any way to change the size or shape of the lighting effect? Like for instance if i wanted to use the shape of a floor tile (a diamond), can the effect itself be scaled down?

    I have no problems at all providing concept screenshots of these examples to give you a visual representation of what I want to achieve

  • SolarB, I've been looking for an engine a lot like this one :3 it might serve my needs if there were two slight changes i could make:

    1. The first is the ability to change the size of the collision between the character and obstacles. For instance, I have tiles that are 360 in size, but my character is far from that wide. The size of the character only takes up around 64 pixels of that large 360 space. The way the engine is now, the character collides well with the bottom left and bottom right sides of the walls, but when moving behind it (top left and or top right), the character collides with the obstacles substantially farther away. I realize it is because the engine only understands the base size of each 'grid' coordinate to be whatever I set it to (in this case the tiles' sizes - 360), but the character is nowhere near that size. Is there a way to solve this?

    2. The size of the lighting. While I understand that the lighting is dependent on the tiles themselves, is there any way to change the size or shape of the lighting effect? Like for instance if i wanted to use the shape of a floor tile (a diamond), can the effect itself be scaled down?

    I have no problems at all providing concept screenshots of these examples to give you a visual representation of what I want to achieve

    I think you can affect the collision size with halfsize and halfvert of the player. And moving the hotspot to adjust where the collision appears to be happening

    As far as the lightning goes to my understanding you will have to set a smaller tile size if you want more smooth lightning

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  • Hi I bought the plug-in and I’m looking at the manual but I don’t see installation instructions. What do I do with all of the different files? I’m not sure what to put where

  • I have a new issue Never mind about the installation. I go into the frame called editor and I select the ground with my cursor but when I left click nothing happens any ideas as to why? I looked in the events and the conditioner for placing a block when left click is still there so it should work

  • Interesting stuff...

    Edited once, last by NFOsec (March 20, 2019 at 9:48 PM).

  • Ultimate Fullscreen is available in the extension manager.

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  • Hello again. My old computer is not working anymore. I made backup ups regularly on cloud and usb drive. So I now have windows 10 and fresh install of fusion on my new machine. Problem is I cant get the old levels to load with in the editor, however if I make a new level and save it it will load. Would the newer operating system or fusion version have an effect?

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  • The tiles do not appear in the pathfinding scene, I cannot see the backdrop, only the players and the collisions are made on invisible obstacles. Without having changed anything. I presume this is a compatibility issue. Please tell me if you have encountered this problem.

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