[FEATURE REQUEST] Isometric game character movement.

Discussion and feedback on Construct 2

Post » Sun Sep 21, 2014 4:16 am

@newt I get what he's referring to.

What he's actually referring to is something like this:

Stasis is a 2D adventure game made in Visionaire studio. The player can move in 8 directions - and there's a separate animation for each direction.

Yeah it looks 3D (because of the high quality rendering) but its actually a 2D game.

https://www.youtube.com/watch?v=xhGStY7iD9k&list=UUwL6cZzErxErn2Wmmw1887Q

An 8-direction preset like this in Construct 2 would be awesome.
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Post » Sun Sep 21, 2014 5:24 am

You don't need isometric to do what's in the vid.
All that would be needed is the paths behavior, and some z order masks.
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Post » Sun Sep 21, 2014 12:32 pm

newt wrote:You don't need isometric to do what's in the vid.
All that would be needed is the paths behavior, and some z order masks.


@newt OK, but do you know of any tutorials that show the kind of stuff you're talking about?
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Post » Sun Sep 21, 2014 12:40 pm

@vlweb3d i'dont even knew about Visionaire studio thanks a lot. yes stasis is like fallout like shadowrun returns baldur's gate etc... the 8 direction movement will be highly appreciated (top notch feature) but i can do what i've got in mind even with 4 directions like dr who doodle game.

@newt please if you know how to do it show me please with an example capx . it will be a great help.
thanks both of you for sharing your thoughts
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Post » Sun Sep 21, 2014 2:23 pm

I might make something up for the asset store, but its really not that hard to figure out.
Just have to get the animations to look like its in iso.
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Post » Sun Sep 21, 2014 5:49 pm

Well I finally made a tutorial about this.

https://www.scirra.com/tutorials/1169/basic-isometric-projection
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Post » Sun Sep 21, 2014 6:08 pm

I agree with Katala's idea of having a top view layout in the back.

For pathfinding and other motion in iso the simple thing is to do it in top view and then position some isometric objects from the top view positions to isometric positions.
The math is simple:
IsoX = x-y
IsoY = 320+(x+y)/2

Example:
https://dl.dropboxusercontent.com/u/542 ... nding.capx

I left the top view stuff visible but in practice you would make it completely invisible. The advantage of doing it that way is all behaviors can now work as an isometric motion.

The animation aspect is basically the same as changing animations in 8-direction.
viewtopic.php?f=147&t=90880&p=713920&hilit=animation#p713920

To me z-sorting is the hardest aspect of isometric. In the capx I sorted by Y which doesn't sort right in some cases.
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Post » Sun Sep 21, 2014 6:35 pm

Yep, it doubles the number of objects, but it simplifies things enough to make it well worth it.
I was hoping to use tilemaps for just the 2d part, but I found that containers work better, and the two don't work well together.
Although it might be worth it if you used it for just non movables, borders, buildings, etc.
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Post » Sun Sep 21, 2014 6:52 pm

The math is simple:
IsoX = x-y
IsoY = 320+(x+y)/2

Heh that is much simpler than what I have been using. What would you use from iso to top view. Like mouse click for example.
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Post » Sun Sep 21, 2014 7:09 pm

Here's the reverse.
x = iy-320+ix/2
y = iy-320-ix/2
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