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Thread: How to make a 2.5D engine?

  1. #11
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    hm I don't understand your citation frog, I'll take it I was vague in my comment.

    Arrays or lists have to be included in this because each cell/node contains a great deal of reachable data that is mapped in an actual 3D-space. What that eventually leads to is a 3D-to-isometric translation algorithm. That can't be avoided but might be stupid to mention early on as it can overwhelm the programmer.. depending on what level he/she is. Knowing how MMF arrays work, their base-value etc is a good start.

    Collisiondetection in 3D might seem complicated (to any programmer), learning top-down collision that relates to internal data instead of MMF object collisions is also a good start. It has to be done as the collision takes place in 3D-space not on the screen.


    I'll recommend against using sensors (MMF style).

  2. #12
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    Quote Originally Posted by tompa View Post
    hm I don't understand your citation frog, I'll take it I was vague in my comment.

    Arrays or lists have to be included in this because each cell/node contains a great deal of reachable data that is mapped in an actual 3D-space. What that eventually leads to is a 3D-to-isometric translation algorithm. That can't be avoided but might be stupid to mention early on as it can overwhelm the programmer.. depending on what level he/she is. Knowing how MMF arrays work, their base-value etc is a good start.

    Collisiondetection in 3D might seem complicated (to any programmer), learning top-down collision that relates to internal data instead of MMF object collisions is also a good start. It has to be done as the collision takes place in 3D-space not on the screen.


    I'll recommend against using sensors (MMF style).
    I already said I'm sorry, and that I thought he was referring to something else (possibly partially because of some other posts he made that were not that nice that were similar in length and in what he said (and partially because your post contained an image)).

  3. #13
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re how to make an ISO Engine:
    Hello, I have been reading through this topic with quite some interest and hopefully a different approach to a solution.

    When approaching this topic I wanted to try to keep it simple but effective.

    Essentially create the illusion of 2.5D or ISO.

    My goal was to create this illusion without the math.

    I also wanted for the user to be able to use library objects or there own work.

    With this in mind I have Not used the layer object.

    With all that said, the user needs to believe he can walk both in front or behind in order to give the illusion of depth.

    However my possible answer has issues with the actives needed in order to achieve the effect.

    My answer is only a small part of I hope of the community working together to help everyone solve.

    With that in mind you are free to download use my example.

    https://app.box.com/s/8dg9loydikk0nsovz7vr

    Controls: left mouse to move/ left mouse click when close enough to the barrel to engage with it

  4. #14
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    I forgot to ask for feedback on giving the illusion of depth.

    Please give feedback thankyou

  5. #15
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    happygreenfrog's Avatar
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    My feedback? MMF2/TGF2 comes with the layer object, so you can go ahead and use it. I haven't looked at the file yet, but it's still important to use the layer object...

    EDIT: Okay, I've tried the example, and it's pretty good. However, adding Z coordinates would be nice...

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    Thank you happygreenfrog could you possibly give some insight on how I could add Z coordinates.

    The biggest issue with my example is the actives used to create the effect.

    One could design there level taking careful note of the positions of these actives and simply create them @ the position when needed.

    What thoughts does the community have?

  7. #17
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    Quote Originally Posted by colpolstudios View Post
    Thank you happygreenfrog could you possibly give some insight on how I could add Z coordinates.

    The biggest issue with my example is the actives used to create the effect.

    One could design there level taking careful note of the positions of these actives and simply create them @ the position when needed.

    What thoughts does the community have?
    To add Z coordinates, you are going to have to use an alterable value to store the Z coordinates. However, to make things simpler, you can also have an object that already determine the X and Y coordinates for you (to display the Z coordinates, simply subtract the Z from the Y coordinates (using the second object to determine what the Y coordinates is)). If you don't quite understand, I might be able to make some sort of example sometime soon, but not right now.

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    Quote Originally Posted by happygreenfrog View Post
    To add Z coordinates, you are going to have to use an alterable value to store the Z coordinates. However, to make things simpler, you can also have an object that already determine the X and Y coordinates for you (to display the Z coordinates, simply subtract the Z from the Y coordinates (using the second object to determine what the Y coordinates is)). If you don't quite understand, I might be able to make some sort of example sometime soon, but not right now.
    If you could when you get the time as I am unsure how this concept would be applied to my example.

    P.s I may be slightly late when replying or posting updates due to personal family issues.

    Maybe with my example and your input we could create a resource that could be used by everyone that wished to create the 2.5D or iso effect?

    My example is free for anyone to use but lets see if together we can make it better.

  9. #19
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    Okay, so I've made a simple (and not completely flawless) example of Z coordinates. The only difference in the controls is that space bar jumps (you can't jump over things (other than the barrel, which, for some reason, now has broken collision detection (if it didn't, you couldn't jump over it)), but I'm not trying to demonstrate 3D collision detection). It is a modified version of your example. It also uses the Layer object for sorting now. Also, I'm aware that you can infi-jump, though it should be very easy to fix. Anyway, enjoy!
    Attached files Attached files

  10. #20
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    With happygreenforgs improved version change the following.

    Attack line 31: User clicks with left button on "Cracked Barrel"
    Z order control is overlapping "Cracked Barrel"

    Now you can hit the barrel

    Plus you can still jump over the barrel

    I must say your improved example with the use of the layer object is very much the "IMPROVED VERSION"

    The players new shadow is a bit annoying as it makes the players feet seem like they are blinking.

    Sorry to say I do not know how to fix the infi-Jump.

    Thank you for your time and help

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