D_O_I_G_'s Recent Forum Activity

  • Fiddled with the math and cleaned it up a bit. Should be more correct now. Handles the screen aspect ratio, removed jquery dependency, and fixed the fov to use correct values.

    https://www.dropbox.com/s/lm18u6bxn49note/mode7js3.capx?dl=1

    I probably should remove the previous examples.

    MasterQuest

    This capx does the positioning math with the projectionpoint function. If you're asking about the original effect then the math would be similar but not the same. I won't be finding the math for the original effect because I found it broken. I made this instead.

    You can see if the update works better for you. I'm not sure if how it was before was causing the issue. I don't have a lot of time to debug what's amiss in other projects currently.

    Thanks it works way better a bit janky in distance but I'll mess with events to compensate on that. Thanks again.

  • The math in the shader is probably off somehow. Or vise versa. The shader adds an extra step that I probably didn’t test too well. It should be working for 640x480 but I haven’t messed with it since.

    I could drop my project file, if you don't mind?

  • To use a different uid. Change the parameter for the overrideDrawGl function.

    Hello again. After turning "Walls" in my project floors turns weirdly, fitting location is fine its just how wonky they turn.

    Here how it looks

    On left it looks fine and normal but on right it gets all weird like it turns too much. So where problem lies it's in Mode7 or Wall engine.

  • To use a different uid. Change the parameter for the overrideDrawGl function.

    Thanks it now works.

  • A second example. Arrow keys to drive. Do a lap to see a ghost of the previous lap.

    https://www.dropbox.com/s/635epvwa6yl3oh6/mode7js2.capx?dl=1

    Hello I found your example and it is what I need but I found its very UID specific if ground UID is not 0 then JS doesn't work. Is it possible to somehow not be that specific because I don't wanna rewrite entire project from scratch.

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  • Hi, I can't see anything that is flipped? Do you mean the wall textures?

    Hello.

    I have question about objects with angles. For example enemy when it moves away from you is it possible to tell engine to not show enemies front but back or if it moving to side show its side. I thought about formula "(Camera.Angle-Object.Angle)/22.5"(22.5 makes it work due object having 16 angles) and it works fine until sum turns negative and then stuff breaks. So there is formula or I need use Event "Within angle" and then set specific frame (this works but it makes too many events).

    Thanks in Advance.

  • I had a hard days...

    will try to answer your questions as best as I can soon...

    No problems. Take your time.

  • Hi, I can't see anything that is flipped? Do you mean the wall textures?

    Yes. Textures somehow in distance look fine but then halfway trough it just flips. At least On RX570, Intel GMA 4500mhd, Intel HD 4400, Intel HD 5400, R7 360, GTX 1050Ti textures display like this.

  • Hello it's me again. I hope Iam not annoy you. So that wall magic. I have no clue whats wrong because I checked your example file and apparently I coped perfectly but still in distance texture applied fine then in middle it gets flipped so If you have some spare time to check my project I would be grateful.Thanks in advance.

    Project:

    mediafire.com/file/fprxg922wgd3hix/SomeGame.capx/file

  • Good improvement!

    But what it’s your question now? In how can I help you exactly?

    I just have few questions. If I make chunks from 832x832 pixels to something larger will engine spawn less stuff or more if less then it could shrink down object count and will allow me add set pieces like: trash cans, boxes, maybe even ramps (to see how stuff works you need in Layout World_1 set Layer 1 visible Scale rate 100 and parallax 100 then set View invisible and then set Window size to something like 4K or 8K resolution or 16K to see how stuff spawns and enable Scroll To behavior in Player object) . Next question is how make Players car act like car because now it's janky and looks like something too basic. Next question is did you sir/ma'am know something about "Mode7" effect used for floors if so how use it? And final question is will smaller map improve Path Finding for Police AI.

  • Here is version with some advancements done. This one runs 60 fps on Core i5 5200U laptop. So question is simple it's already can go to next stage were I focus on AI or its possible to shave more fat. Core 2 Duo laptop runs at 30 fps same with x240 Core I5 4300U. Btw Police now do roadblocks (still in wide roads they kinda buggy).

    mediafire.com/file/fprxg922wgd3hix/SomeGame.capx/file

  • Hello

    I have question about wall textures. Applying them on walls they look mirrored. But its not the problem. Iam asking how they rendered. In project of mine there are a lot of buildings a.k.a. walls and each will have unique texture applied to them. All I want to know how they render because messing with example I couldn't get if its clock wise or not. Thanks in advance.

    And Second question is it possible to make scale only certain distance from camera while further just use simple non-scalable sprites?

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D_O_I_G_

Member since 15 Feb, 2016

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