Actors in scene overlapping in isometric view

kietzkietz Member Posts: 49
Hey guys,
So I have this idea for a game but I really need to have an isometric view. The problem with this is that the actors overlap and the illusion of perspective is ruined.
photo GameScreen2.png
As you can see in this image the actors that are higher up get smaller and the actors lower in the scene get bigger, making it seem like perspective. This would work but the overlap of the actors in the back on the actors in the front makes the image not read as isometric 3D.
The idea is to make the game appear like a sidescrolling beat em up, streets of rage, turtles in time, double dragon style. Like this image,
photo streets_of_rage_3.jpg
Let me be clear, i know that i can change the arrangement of the actors in the layer in the gamesalad editor. This dosnt work because when the actors move around they overlap and the same problem happens.
What im wondering is if there is a way to change the hierarchy of the actors in the scene while you play the game.
I havnt seen anything like this on the forums, or maybe im not looking in the right place. Is there a way to use tables to make actors change the order in a layer?
I also think this might be a limit on the capabilities of gamesalad. I know that this is a 2D game engine and its not built for this type of thing but the old games were also 2D and i see no reason why gamesalad cant do the same.

Thanks guys!

-Stefan

Comments

  • ericzingelerericzingeler Member Posts: 334
    The only way to have layer control is for an actor to destroy and re-spawn. You can spawn and actor behind an actor, in front of actor, in back of layer, and in front of layer. Its possible to make this all work without the user knowing, I've done it... just get creative and think outside the box.
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    Definitely possible... in Deep Blue Apps Zanda template (think they call it that) the character is able to walk in front of and behind a tree depending on his position... I imagine this was done by hiding different trees on different layers depending on the players Y position. So certainly possible with your characters would just involve good use of rules and either spawning of actors (which used to be processor heavy, possibly not so much anymore) or hiding and revealing of duplicate actors on different layers.

    Good luck

    Jon
  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2013
    I'll repost what I posted for someone else a few days ago . . .


    Three layers in this order.

    1) Foreground character.
    2) Obstacle.
    3) Background character.

    Both the 'Foreground' and 'Background' follow the same rules, they move together as one . . . but they toggle their alpha channels on and off - so when one is on the other is off (and visa versa).

    So when you want the character to walk in front of the obstacle the Foreground character's alpha will be set to 1 (and the Background character's alpha will be set to 0).

    & when you want the character to walk behind the obstacle the Foreground character's alpha will be set to 0 (and the Background character's alpha will be set to 1).

    Here is a Gamesalad project I'm working on using this method:

    image


    . . . . . . .

    To automate these alpha channel changes place some 'sensors' around your obstacle, when the character collides with these sensors the relevant alpha channel changes are made.


    Hope that makes sense.
  • kietzkietz Member Posts: 49
    Awesome thanks guys for the input.
    I guess what im getting is that it can be done but maybe not for multiple characters. For the game I want to make it would take as many as 10 actors overlapping. I could do that but im worried it might take a lot of time, tons of attributes and it might take too much memory. Ill try to mess around with it some more.
    Thanks for the input guys! Its so great having input from others here!
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