Here is a demo on how to make a cool 3d effect. I am not sure what I will do with this, maybe I will make a game with it some day. Have a look and let me know what you think. I am a bit tired so sorry for my lame talk
Pretty cool, in my Isometric game I didn't use any maths (as in 'if the actors position is bigger than X' . . . and so on), instead I just placed little 'proximity detectors' to detect when the actor you are moving needs to be in front or behind an object - by doing it this way you can spawn an obstacle - and then the spawned obstacle can spawn a little spread of proximity detectors that tell an approaching object how to go behind / in front, this means once you've set up a single obstacle you can spawn them wherever you want and your actor will always move around them correctly.
@LumpApps said:
Awesome! I was trying to prevent spawning but your way looks very cool. I don't understand what you did though.
The spawning is just to place the obstacles, once they are spawned, they then spawn a little array of detectors (1x1 pixel) around them that detect when the main actor (green cube) is near - and where it is (top, side, front, back . . . etc) and this passes information to the cube on the top layer (in front of the obstacle) and the cube on the bottom layer (behind the obstacle) to tell them whether they should be visible or not.
It's a lot simpler than it sounds when typed out !
@LumpApps said:
Gotcha. I guess the hard part is passing the information to the obstacle . . .
It's just simple global (game level) attributes.
All obstacles are dumb, they pass no information to anything, they are just decorative, visual.
The main actor interacts with the detectors only, when the main actor 'steps' on a detector it changes a few global attributes, the main actor watches these attributes to know which direction it is allowed to move in and whether it should be visible or invisible (with the duplicate actor on the bottom level - behind everything - doing to opposite with regard to visibility).
I'm not using any collisions, a simplified explanation - if my main actor arrives next to an obstacle it will land on a detector, that detector will switch on, my main actor's controls to move will only work if that detector is switched off, so landing on the detector will stop it from going forward - visually this looks as if the obstacle is preventing movement.
EDIT: actually yes, the detectors are using collide (if detector collides with main actor then change an attribute to true . . . etc etc), but the main actor doesn't collide with anything as in 'physically' touch anything that affects its movement.
Comments
Very nice. Thanks for sharing!
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Pretty cool, in my Isometric game I didn't use any maths (as in 'if the actors position is bigger than X' . . . and so on), instead I just placed little 'proximity detectors' to detect when the actor you are moving needs to be in front or behind an object - by doing it this way you can spawn an obstacle - and then the spawned obstacle can spawn a little spread of proximity detectors that tell an approaching object how to go behind / in front, this means once you've set up a single obstacle you can spawn them wherever you want and your actor will always move around them correctly.
Awesome! I was trying to prevent spawning but your way looks very cool. I don't understand what you did though.
Lump Apps and My Assets
The spawning is just to place the obstacles, once they are spawned, they then spawn a little array of detectors (1x1 pixel) around them that detect when the main actor (green cube) is near - and where it is (top, side, front, back . . . etc) and this passes information to the cube on the top layer (in front of the obstacle) and the cube on the bottom layer (behind the obstacle) to tell them whether they should be visible or not.
It's a lot simpler than it sounds when typed out !
Gotcha. I guess the hard part is passing the information to the obstacle and getting the collisions right?
Lump Apps and My Assets
It's just simple global (game level) attributes.
All obstacles are dumb, they pass no information to anything, they are just decorative, visual.
The main actor interacts with the detectors only, when the main actor 'steps' on a detector it changes a few global attributes, the main actor watches these attributes to know which direction it is allowed to move in and whether it should be visible or invisible (with the duplicate actor on the bottom level - behind everything - doing to opposite with regard to visibility).
I'm not using any collisions, a simplified explanation - if my main actor arrives next to an obstacle it will land on a detector, that detector will switch on, my main actor's controls to move will only work if that detector is switched off, so landing on the detector will stop it from going forward - visually this looks as if the obstacle is preventing movement.
EDIT: actually yes, the detectors are using collide (if detector collides with main actor then change an attribute to true . . . etc etc), but the main actor doesn't collide with anything as in 'physically' touch anything that affects its movement.
Hope that makes sense !
looks really good! im sure that really good games can be created with this technique!
Cool @Socks I love plating with this kind of logic. That's the best about making games.
Lump Apps and My Assets