Isometric platformer

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    This is not my picture *pause* but I was thinking of doing an isometric platformer where you jump around like mario and explore stuff.


    I've played around with optimizing in all kinds of scrolling levels and object-sorting for MFF and I really think this is possible. Of course I cant render blocks that are behind others, they probably have to be big (due to performance issues) and some kind of see-player-behind-blocks function has to be written.

    What do you think guys (or girls), has this been done with MMF? did other games like this feel awkward playing to you? eg was the controls behaving weird, was there strange collisions or was it hard to see where you where going?

    Anything that you thought was irritating with this kind of game would be nice to hear (good stuff is of course nice to hear as well).


    Thanks,
    Tompa

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  • I think isometric works great as long as you make it 8 direction movement or mouse/touch controlled. Where it gets awkward is if you only allow 4 direction movement and require the player to push UP to go top-right, LEFT to go top-left, DOWN to go bottom-left, RIGHT to go bottom-right. People have trouble translating that in their brain and it turns them off immediately. As long as the controls aren't an issue, you can make a really interesting game. I think the benefit of having an extra dimension (X, Y and Z) really plays towards the strength of exploration and puzzle solving. I'd tend to focus more on this than well-timed jumps, which 2D is better suited for.

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    thanks for the feedback guys


    good idea marv, I'll do it MMF native but have a look at the extension aswell.

    I think you're right ryan, it's dangerous to confuse players.. I'll go with 360deg movement then (and as many decimals it allows). Yes I'd like to have exploration, maybe minecraft-dungeons are good to draw inspiration from.

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  • Hi Tompa.

    Here's my isometric engine done in MMF2. It's really old but the result is very cool.
    The technique I used for collision and layering objects is complicated though. You should read the included document I wrote to explain it.

    Hope it helps.

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    <span style="color: #FF0000"><span style="font-weight: bold">&lt;0&gt; &amp;#1071;&amp;#1028;Ð&amp;#294;&amp;#916;&amp;#270;&amp;#931;&amp;#350; &lt;0&gt;</span></span>

  • Hi RedHades

    Very appreciated post. I had to digest your engine and documentation for a while before commenting.


    I like the idea of stepping up and down with "+" and "-" (editor).
    I see that you have a neat screen to world translation.
    Amazing that you managed without behaviours.
    You're using pick objects in zone. To randomize 0.. interesting.
    The collision handling feels very solid.

    I can see your point (in performance) with having large objects, not just building blocks.


    Thank you for sharing,
    Tompa

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    New
    • bedrock level (an indistructable lowest level)
    • screendept sorting
    • saving/loading from world-array
    • node loading (loads only requested node)
    • replaced bubblesort with insert
    • pixelperfect world/screen translations

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    The isometric grid object was a bit too simplistic and incompatible (for my needs). For now I'll go with the Array object. Unfortunately I can't use specific extensions you guys suggest (it has to work in flash or android), but I value your input nonetheless.

    Feel free to suggest anything that comes to mind.


    Thanks,
    Tompa

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  • Nice example! But how do you save? Also, I managed to do this in your editor:

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    It looks like an impossible shape. :P

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Impossible shapes are quite easy to do with isometric... because there's no scaling down as things get further away, you can line up two objects and make them appear to join. In actuality, one of those objects a few unit lower/higher than it appears. If objects were to scale down as they do true 3D, it would be very obvious that it doesn't join.

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    Edited 3 times, last by Ryan (August 16, 2013 at 1:58 AM).

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    New
    • Lightsystem (euclidean spheres)

    • picks strongest lit value (from infinite list) that was inherited by source
    • light strength 0 to 255, channels R.G.B, radius 0 to ~X^7


    • Command line

    • fps 1 / fps 0



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    The light system is devised to partially counter dept issues common to isometrical views. It's currently looping through a big chunk of nodes, radius is set to 4 until it's optimized. The world consists of two arrays linked together in a 5D matrix, it's really handy right now but might get memory intensive later on.


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    Currently euclidean spheres has low and acceptable impact on performance. It was much faster than planned.


    @greenfrog: I turned off saving for flash, the "popup" has a small chance of intimidate users. I'm going to use automatic save but might choose save/load buttons if it gets to inconvenient for players. Indeed it is an impossible shape. I'm looking into ways to avoid those.


    any input is welcome

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    Edited once, last by tompa (August 21, 2013 at 11:35 PM).

  • I can't load the demo. It says that Google Chrome couldn't find/connect to the webpage.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

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    It's a new version! ^^

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    So this is me connecting the dots, I'm a bit over my own level so if you see errors please inform me.
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    These are my layers, it's one of many ways to reach/handle data faster. It's also the way I find and render nodes. The grey Cube is essentially my camera.


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    My blunt renderdistance function, it adds data to a background process. It factors the sum of player-angular-force (in worldspace) and then add suitable nodes to an array. It's divided into 3 processes or slow-loops (that someone called them). These are: finding possible node, rendering node if it does'nt exist and unloading nodes that are out of screen or player view.


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    Prerenders from zBrush. Any animated character will be prerendered with some pixel tweaks (outline, non-perspective etc). All other graphics are done with pixel'ing.


    I stray from 2 graphic rules, I use pitchblack in the world and I'm not using power of 2.

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