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Thread: [Request] Added features to Ray Casting Object

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
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    [Request] Added features to Ray Casting Object

    Hi every one.

    I have been working with the newly released Ray Casting Object and, though it's a very good extension, it's missing a few thing that would make it really awesome. The things I'd like to see are.

    Transparent Walls
    What I mean is the ability to have walls use the transparency in the graphics so you can see behind them. So if you wont to make a window or jail bars that allow you to see more of the level behind them you can just make a PNG or a GIF with an alpha layer. However it would also be cool to have the current "black colour is transparent" remain as an option for skys and or other effects. How I think it should work, if it's possible, is that each wall would have an alpha layer using the one from the graphics file if it has one and using a default white one if not. Also any texture with black in it would be rendered as it is now.

    Individual floor/ceiling textures
    Basically the ability to manually lay each floor/ceiling segment with different textures. This would be useful for having inside and outside environments in the same map. Having rooms with carpets or stone. Making bodies of water like lakes and rivers. Just generally adding a bit of decoration to the maps. How I think it should work, if possible, is similar to how the sprite placement works. In the editor you'd have floor and ceiling tabs within the texture tab. You'd select, say, floor then select a texture and place it in the centre of squers like with sprites.

    Don't get me wrong, I really like this object. The way the sprites are handled is awesome. You just link the active objects to it and it dose the rotations and movement practically for you! These two features don't seem like too much extra work to me but I realize that sometimes things are harder to do that they look. So if these features are actually a huge amount of work, I'm sorry I'm just ignorant. However adding these would really open up what could be done with this object.

    Anyway, thank you for reading over my request. Pleas ask any questions if I was unclear about anything.

    PS:- I hope this is the right place to put this.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleInstall Creator Pro
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    Re: [Request] Added features to Ray Casting Object

    ...and maybe stairs and lifts, and the ability to several floors...

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    Re: [Request] Added features to Ray Casting Object

    Variable wall height for each floor would be nice and optional ceiling incase we want a sky texture, we don't just want to be able to make games like Wolf3D, we also want to make games like RotT.

    And a Direct3D mode for the Raycaster object would be nice... I know that spoils the point of a Raycaster but I want it to look nice, have you seen The Staff it looks like everything is made from squares and I want an illusion that it isn't.

  4. #4
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    Re: [Request] Added features to Ray Casting Object

    Cel dragonguy, you're now talking about Build Engine - see Bidding pool.

    Dishtron that options would be cool, but it's only raycasting engine...

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    Re: [Request] Added features to Ray Casting Object

    Fanotherpg, about the "it's only a raycasting engine" Corridor 7 and Body Count were also raycasting engines of this kind and they both have the features I'm talking about. Like Wolf3D they could only do blocks on a single plain but they could also have arias that the player could see through bars or windows but could not get to. Maybe they couldn't use the alpha transparency but perhaps they could use a separate colours. Say black for the type they have not and that strange purple colour for walls that you can see behind.

    I'm just not sure if I'm explaining this right.

    Dragonguy, I just wonted to ask for a couple of features that I thought would not be too hard to implement but would make a big difference in what it could do.

  6. #6
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    Re: [Request] Added features to Ray Casting Object

    Ok my D3D suggestion out the window but my other suggestions are good for the Raycaster Extension and No, it will make it nothing like the Build Engine Extension thats more like Doom, Blood or Duke Nukem, they're nothing like say Wolf3D, RotT or Blake Stone.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
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    Re: [Request] Added features to Ray Casting Object

    Dragonguy, I guess I can see where your coming from and they would probably be good additions also. Thing is I didn't wont to ask for too much. These objects are developed by people in there spare time. So I thought the more we asked for the less likely it would get done. At leas that's what I was thinking anyway.

  8. #8
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    Re: [Request] Added features to Ray Casting Object

    Dishtron I thought about dg proposition about stairs and so on not yours. And about yours it's possible in pseudo 3D engines so I think that there is some way to pass it in this one... But it still will be great to have it built-in.

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    Re: [Request] Added features to Ray Casting Object

    Quote Originally Posted by Disthron
    Dragonguy, I guess I can see where your coming from and they would probably be good additions also. Thing is I didn't wont to ask for too much. These objects are developed by people in there spare time. So I thought the more we asked for the less likely it would get done. At leas that's what I was thinking anyway.
    The developer is being funded by CT, so they are being paid to make this extension.

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    Re: [Request] Added features to Ray Casting Object

    where can I get this object

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