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  • http://dl.getdropbox.com/u/1105553/2.5d.cap

    I made this last night after I saw the new version .99 download, so you will need to use the latest version of Construct to open it.

    It's very simple and (admittably) rather poorly done, but hopefully someone will see this and think; "Hey, that might work for an idea that I have. Just, you know... if it were done better."

    It doesn't look terrible with a flat texture for the ground, but if you use anything complex you'll see that the ground texture scrolls faster than the objects placed above it. Even with a flat texture the rocks and coop still kind of look like they're floating in the air.

  • That's pretty sweet, and yeah I definitely see the potential

    I put a grass texture on the grass and it looked pretty badass. It's very accurate in regards to how it lines up with the Z sorted sprites.

    The overlap is kinda funky what with the player being always in front of the house and rocks, even if he's behind, but I'm sure that can be fixed easily.

    Good work

  • Thank you!

    It seems to work if you put a condition that when the player sprite's Y position is within a certain range it should be placed behind the house.

    It's kind of annoying to place barriers around objects, though... since it doesn't work right by simply making an object solid.

  • Wow, that's slick

    How do you guys even come up with these ideas? I know, I'll make a box and make it huge and make it all fold in on itself somehow so its flipped around in the runtime environment and make it look like grass :/

    WTF!?

    ~Sol

  • How do you guys even come up with these ideas?

    I was messing around with the 3d box in one of the previous versions and after making the depth a negative number I thought; "Hey, that almost looks like a diorama."

    Version .99 just jogged my memory.

  • Using boxes that way is pretty standard in 3D btw.... it's called substractive space. Used in Quake. Now with boxes, of course, but with meshes. Brushes!

  • I guess that goes to show how much I have used 3D applications to make stuff... nearly zero haha. xD

    ~Sol

  • With some higher res textures this could be used in real games.. Hmm..

  • Using boxes that way is pretty standard in 3D btw.... it's called substractive space. Used in Quake. Now with boxes, of course, but with meshes. Brushes!

    Unreal's subtractive, Quake's additive.

    After realization of the whole Z stuff, i'm thinking Chaotix bonus levels actually being possible to make now, though there's no wrap around for Z.

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  • I think I'm definetely missing something here, but can't this affect be quite easily achieved without the 3D box object? What are the advantages of using this method? And is the only wanted effect here the player character growing larger as he nears the bottom of the screen, cause that can really be done in two lines.

  • http://dl.getdropbox.com/u/1105553/2.5d.cap

    (a somewhat better example)

    I think I'm definetely missing something here, but can't this affect be quite easily achieved without the 3D box object? What are the advantages of using this method?

    It doesn't really look right with or without the 3dbox. Actually, it probably looks worse with the box since sprites just look like they're floating in midair.

    I'm not sure if z elevation can even be used like this. It works fine for things like the clouds and sun but the objects (rocks, building) always seem to scroll at a different speed than the ground. Putting them on separate layers and adjusting the scroll speed helps but one always seems to be just a little faster than the other.

    [quote:pcmxpmwh]And is the only wanted effect here the player character growing larger as he nears the bottom of the screen, cause that can really be done in two lines.

    It is.

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