[Effect] mode7

Share your Construct 2 effect files

Post » Tue Feb 02, 2016 10:22 am

@Bodhran
All the effect does is distort the image or sprite to be on a 3d plane. Positioning stuff like walls requires math matching the distort or using the plugin by rexrainbow. To do something like keyo is doing, you'll have to use separate objects with different mode7 settings. There's a capx with the math earlier in this topic, but i still recommend the plugin.

What I mean by collisions is to design the objects and walls in top view so they move around as wanted. Then you take those positions and map them to the distort as explained above. It's probably a bit tedious to do though.
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Post » Wed Feb 03, 2016 12:53 am

@R0J0hound
Thanks for the help but Mode7 might be too complicated for me. I have tried everything I could think of with rexrainbow's plugin and can't get the walls to work properly even trying to change the sprite when the player isn't directly facing them.
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Post » Sat Feb 13, 2016 6:32 am

Strange question, but is it possible to overlay admob ads over sprites with mode7? I've been using this for a retro demoscene-style menu and admob doesn't seem to overlay in front of sprites with mode7.
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Post » Sun Feb 14, 2016 3:14 am

I don't get how collisions would work in a Mode 7 style kart game. Anyone explain it to me?
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Post » Sun Feb 14, 2016 5:55 am

@zebbi
So ads don't show up over sprites with effects? Maybe change the zorder of the ad?

@teacherpreacher
The trick is you don't do collisions in mode7. You do it in a top view. Basically the entire game is implimented in a top view and as a last step the mode7 effect is used to give the prespective look. The parameters are tweaked so the effect is angled from the player's view. Then all the other objects are posioned with Rex's behavior.
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Post » Sun Feb 14, 2016 7:23 am

Is mode7 +Rex capable at this stage of recreating a bare bones Mario kart/wacky wheels clone? Interested in this technology and clickteam have that raycasting plugin which is cool, is this almost there?
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Post » Sun Feb 14, 2016 8:46 am

@zebbi
Probably. All the effect does is distort a texture to be in perspective. Rex's behavior hides the math to position sprites on the distortion.
So you'd design the game as top view and map those positions to the mode7.

So in a nutshell they are tools you can use to make a game like that. Nothing more will likely be added.
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Post » Mon Feb 15, 2016 10:01 am

@r0j0hound cool I'll take a look at them!
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Post » Sat Feb 20, 2016 5:57 am

I noticed on the rex example that objects have x/y position numbers as instance variables, is it not possible to convert their physical positioning in the layout editor to their placement in the 3d plane or does every position have to be manually set in the instance variable?
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Post » Sat Feb 20, 2016 6:15 pm

@zebbi
I'm not sure I follow, the object would need two sets of positions, one for it's top view position and one for how it will be on the mode7 view. I'm pretty sure the behavior only converts the top view position to the mode7 one.
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