2.5D Platformer

FrostoloFrostolo Canary IslandsMember Posts: 21
Hello, I am trying to make a 2.5 dimensional platformer and I need help:

I have a cube, the player, that moves on top of a bigger cube, in the 4 directions and cant fall of the path. Problem is that I want the player to seem like it is touching the top of the cube (isometric view) and not the top corner, any help please?

Comments

  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    Instead of having him collide with the platform, make an invisible actor and have him collide with that. (put it about 1/2 the height of the platform)
  • Thunder_ChildThunder_Child Member Posts: 2,343
    2.5D ? That just....sounds interesting. Screenshot ?
  • FrostoloFrostolo Canary IslandsMember Posts: 21
    Thanks, I will definitely make a photo prototype now, I think it will explain it better
  • FrostoloFrostolo Canary IslandsMember Posts: 21
    image

    The back box is the player, and the white ones the path. The player moves in the four directions and have to always choose the best path. I want the player to move only on top of the path, on the white section, but I need help for that.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited December 2013
    There isn't a lot of information on the forums regarding isometric design but here's something you'll be interested in: https://forums.gamesalad.com/discussion/56806/character-needs-to-walk-around-a-3d-cube

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  • wpatenwpaten Member, PRO Posts: 281
    Since there is currently no way to handle Z depth in Gamesalad, Socks' method of multiple layers is probably the most viable. I remember looking into isometric games using Gamesalad awhile back, but kind of lost interest in lieu of other "easier" games to make. :-)
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880
    Try this for a starter file:
  • FrostoloFrostolo Canary IslandsMember Posts: 21
    Thanks a lot guys. Specially for Thurman for even creating that. :)

    I am looking at Socks methods and getting inspired there.

    My cube dont want to be on top of the white one, less move up and down. I need to give him some spanking ;)
  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2013
    @Frostolo
    . . . looking at this post

    https://forums.gamesalad.com/discussion/56806/character-needs-to-walk-around-a-3d-cube

    I wonder how to do that, what I get is the cube colliding with the floor on the wrong zones, and not working at all. Please kick-start me. I want it to walk over the cube in a path. I need help.

    I wonder how to do that, what I get is the cube colliding with the floor on the wrong zones, and not working at all. Please kick-start me. I want it to walk over the cube in a path. I need help.
    I'm not 100% what your question is, can you be a little more specific, for instance I'm not sure what 'walk' means in this context (or 'floor' or 'zones' ! ;) ) . . .

    Basically my isometric set up is a cube, which rolls to the next square on each key press, as the demo from @RThurman shows all you really need to achieve this is to move your actor at the right angle to match your isometric layout.

    The only other major part of these kinds of pseudo-3D / ISO set ups is being able to go behind and around objects, this is simple enough in GameSalad, just have your layers set up like this . . .

    Hero actor
    Obstacle / Object
    Copy of the Hero actor

    When you want the Hero in front of the object, then set its alpha channel to 1 (so it's visible) and set the Copy of the Hero actor's alpha to 0 (so it's invisible) . . . . . then when you want the Hero to go behind the object set the Hero's alpha to 0 and the Copy of the Hero actor's alpha to 1.

    You don't need to manually trigger or manage these alpha changes, I just set up some actors as 'sensors', so when the hero is in certain positions it's alpha channel (and the alpha channel of the copy actor) is flipped.

    Hope that makes sense / helps a bit.






  • FrostoloFrostolo Canary IslandsMember Posts: 21
    Thanks, but after reading your post I am aware that I know nothing... my cube just collides with the other cube and will do weird stuff like going around the collision (after all, its drawn isometric from the start) zones and not the actual cube surface.

    So many ideas, not enough skill :(
  • FrostoloFrostolo Canary IslandsMember Posts: 21
    Actually, with enough sleep and fully rested (this was driving ms e crazy) I could recreate something working thanks to Socks explanation and Thurman´s thing. And I dont need to go behind cubes at all. Its more like a runner. Getting to something playable. Thanks a lot.
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