arneon's Recent Forum Activity

  • Here's one of those ideas implemented. To use you just need to set the collision polygon to cover the object and set the two image points to the left and right of the base of the objects. Sorting should work fine as long as the bases of the iso objects don't overlap, and even then it seems to mostly be fine.

    https://www.dropbox.com/scl/fi/yuhfzrh8qie1u1946gzh4/iso_sort_6.29.25.capx?rlkey=zq3x4v0kdzambky1i6gt4kla9&st=qpexssm6

    The nice thing about this method is you aren't restricted to blocks aligned to the iso grid, so you can have thin walls or blocks with rotated bases.

    Keep in mind this is for if all the blocks are on the ground. aka no stacking or floating blocks. If you need those then the idea would need extending.

    Currently it just doesn't try to sort between two objects if their bases overlap. I'm kind of curious if it would work better to instead figure out how much on one side of the line or the other the object is and use that. But that's an idea for another day.

    thank you very much, just what I needed

  • With iso if the objects are all the same size you can just y sort by the bottom corner.

    Do you mean sort objects like this?

    Here’s an older but useful link about isometric sorting.

    https://bannalia.blogspot.com/2008/02/filmation-math.html?m=1

    It's very interesting, but difficult to understand.

  • Perhaps the easiest solution for the fences specifically would be to split it up into individual sprites (and use hierarchies to stich them back together), so that sorting by Y position would approximate more closely to what you'd expect.

    cutting a long object into several parts is a bad idea. 1 object (fence) will turn into 5-6, and there can be 100 or more fences and there are still other objects.

    It may seem that this is a simple way, but it is not, there are also other problems - when draging the fence, it becomes visible that it consists of several parts, between which the distance can change (+-1px). I tried this method

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  • You watched this topic, there are live links.

    https://www.construct.net/en/forum/construct-3/how-do-i-8/set-player-move-behind-front-185721

    This is not suitable for sorting rectangular isometric objects. In the gif you can see why

  • I'm making an isometric game and I'm stuck with the problem of sorting objects by the z-axis. The game will allow you to move objects and I need them to overlap each other correctly. How do I do this?

    I searched the forum for an answer, but most of the threads no longer have links to examples that work.

    dropbox.com/scl/fi/sddltg8u5xkk1qu94xoby/test.c3p

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  • Ah, I forgot the name of the ACE. It is 'set object render rate', set to 1,2,3,4 and see if CPU usage changes.

    I tried it, it doesn't work.

  • Did you reduce this on the c3 plugin or the spine 2d editor? It should be updated on the c3 addon.

    I tried to reduce the animation speed in Spine2d and in Construct

  • Check out lowering the animation rate first (frames per second).

    I tried reducing fps animations in spine 2d. This did not help, the cpu load is the same

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arneon

Member since 12 Jun, 2020

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