Is mode 7 possible?

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Post » Mon Jan 14, 2013 11:14 pm

Some very nice examples here. Doubt mine is worth much now, but should give you an idea how easy it is to change perspective on a graphic that's drawn with a little bit of perspective.. in the layout editor, if you scale the height or the width, you can see the perspective change, that's all the code does really.

Floor Scrolling
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Post » Mon Jan 14, 2013 11:15 pm

@Jerbens, well maybe but it would be a pain to figure out and not entirely sure it'd work properly. 1/z is almost automatic and is easier to tweak.
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Post » Tue Jan 15, 2013 12:29 am

@procrastinator that's pretty cool, I hadn't thought of doing a checkered floor like that. That would be a good method to use for mobile games since it keeps the object count low.

In other news I managed to get mode7 into a shader for platforms with webgl:
http://www.scirra.com/forum/topic61959_post380389.html
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Post » Tue Jan 15, 2013 12:46 am

@R0J0hound, thanks! I have a similar idea for left and right perspective but not sure it'll work. I tried to integrate into your shader effect but it screwed up. Image might be too big or something.

Cheers for that shader though. It's very nice! Now I'm going to distract myself by playing around with it ;p
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Post » Tue Jan 15, 2013 12:49 am

Doh! Was easier than I thought. Looks like a Space Harrier clone is very possible now :)
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Post » Tue Jan 15, 2013 2:47 pm

Yea your right, my bad. I had 15-20 tabs running and for some reason it dropped my performance on firefox. On chrome it was much faster

[QUOTE=zenox98] @retrodude

Rojo's latest example never drops below 30fps for me.
[/QUOTE] retrodude2013-07-03 22:29:35
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Post » Thu Jan 24, 2013 2:48 am

I did the space harrier clone for the flying level of my CC game. I used the Z levels to control the scaling aspect. How can it be handled in C2? Sprite scaling?

I've already done the sky and water using the new mode 7 effect and that rocked.

The way my "fake 3d engine" worked was by converting the y plane into the z plane and then giving the sprite a new y location. The mode 7 effect was made by skewing the sprite to the player sprite height.
Worked like a charm and took all of 2 hours to create. So now I'm a bit stumped because of my CC mindset.

Unless I'm missing something the only thing I can think of off the top of my head is making something that converts the y to sprite size. I'll give that a try :)

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Post » Thu Jan 24, 2013 6:58 pm

I've got it half working - everything mode 7 works 100% fine. Controls to rotate and change height are there. The Z-axis is working by converting from the a sprites pos on the maps y-axis.

The issue is proper scaling of images to match the timing of the mode7 ground and those scaling sprites have no set point of view. they zoom front on no matter where they are. The only way around that so far is setting different sprites to have the image points off set according to how they are positioned on the screen. I've got something messy but not to where I want it yet.

Has anyone done a proper POV sprite scaling project in C2 yet?

Could always do 1000 layers with different scaling levels and scroll speeds as the sprite comes up on the y axis it starts hopping through the layers... lol yeah right...
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Post » Fri Jan 25, 2013 7:21 am

damainan! I saw your videos but never got to try your demos. I am SERIOUSLY wondering what kind of formula it takes to get the effect you had in your game. is the movement just a bullet?

I would like to use that sort of fake 3D to add perspective for my pinball engine, but I have no idea how to change the Z based on the Y position (which would be hard to map that to a normal movement. does your engine support Z-layering too, or is it just sending to the back when they rez?

I would love to see what you got going now that you're struggling with. 1 because I haven't been able to test your engine out yet, 2 because you speak of mode 7, but that was confirmed unsupported. Unless you mean procrastinator's effect, which isn't quite mode 7 in reality
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Post » Fri Jan 25, 2013 12:53 pm

Yeah, mine was just a proof of concept. To see if using sprites with a tiny bit of an angle in the drawing could produce a decent fake perspective. So yeah, nowhere near mode 7 ;p
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