Is mode 7 possible?

Get help using Construct 2

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
B
15
S
5
G
7
Posts: 877
Reputation: 5,650

Post » Fri Jan 25, 2013 7:32 pm

Here is the start of a fake 3d engine build using the mode7 plugin. If the mode 7 plugin also supported an undistorted sprite that still followed the rest of the plugins rules I think the only thing you'd have to do is convert the y to z.

As far as my construct classic game goes, there is no mode7. It's entirely sprite skewing and distortion and then converting the y axis to the z axis. The math to convert y to z is simple and once you've done that you just give the sprite a new y pos on screen. There is no bullet sprite. I believe I have the program set to "always scrolly to scrolly+12" and instead of the sprites coming onto the bottom of the screen they fade in small from the back.

Here is an example of the code in CC:


Here is the trial and error crapola I did yesterday and the night before. I call it going nowhere fast ;)

Construct 2 mode7 + scaling sprites not working so well yet.

If someone can figure out the scaling sprite bit that would be great... I don't really have the time or knowledge to figure out the math :)
B
45
S
12
G
7
Posts: 339
Reputation: 7,899

Post » Mon Jan 28, 2013 4:51 am

Almost got it :) Fakey 3d!!

So there is as close as I could get the engine started with what little amount of spare time I had today. Image points play an important part of this. They are the growth point of the sprites. The must be off centred according to where they must be on the screen when they are full size.

Still a little tweaking to do, but there is zero slow down on my laptop. Arrow keys move the screen.

Try not to throw up watching this!!!
B
45
S
12
G
7
Posts: 339
Reputation: 7,899

Post » Tue Jan 29, 2013 3:37 pm

Mode7( ish) style without plugins..effects ?



Demo

Not keyboard arrows..press arrows on steering wheel !

chrisbrobs2013-01-29 15:40:15
B
19
S
6
G
7
Posts: 1,205
Reputation: 7,298

Post » Tue Jan 29, 2013 8:49 pm

Would you beable to explain the logic behind item placement in mode 7? As in how images should be placed in perspective or what kind of image you used? did you distort/perspective transform the car in the background with a paint program, then place it on C2 or CC to fit that "mode 7" look? Or did you use a whole image then place it in game purely with coding in C2 or CC?

BTW, It looks amazing!



[QUOTE=chrisbrobs] Mode7( ish) style without plugins..effects ?



Demo

Not keyboard arrows..press arrows on steering wheel !

[/QUOTE] retrodude2013-07-03 22:30:02
B
18
S
4
G
3
Posts: 436
Reputation: 4,801

Post » Tue Jan 29, 2013 8:53 pm

Nice job man! Rainbows caught me off guard and reminded of unicorns for some reason.. But it looks great! Would you beable to share the pseudo code for the items that fly at you in mode7? Such as the trees

By pseudo code, I just mean the logic behind how the images are placed in game on C2 or CC (I'v never used CC but the logic should be fairly similar)

[QUOTE=damainman] Almost got it :) Fakey 3d!!

So there is as close as I could get the engine started with what little amount of spare time I had today. Image points play an important part of this. They are the growth point of the sprites. The must be off centred according to where they must be on the screen when they are full size.

Still a little tweaking to do, but there is zero slow down on my laptop. Arrow keys move the screen.

Try not to throw up watching this!!![/QUOTE] retrodude2013-07-03 22:30:31
B
18
S
4
G
3
Posts: 436
Reputation: 4,801

Post » Tue Jan 29, 2013 10:26 pm

hot diggity dog...
B
52
S
17
G
15
Posts: 1,029
Reputation: 26,339

Post » Wed Jan 30, 2013 2:37 am

@Retrodude

The way CC and C2 handle this stuff is different.

CC actually has a Z plane so there is no extra crap required to do what I did for fake 3d. Like I said in an earlier post, it's nothing but converting the Y axis into Z and that's it. The Z plane is handled by CC. I posted the code in an older post above for CC. There is more to it than that like everything that needs to be on the Z plane is in a family and I believe the Z variable is part of the family as well. Then you add a number to Z like z=z+5 and that zooms the bits. Y converted to Z becomes the distance from the "Camera".

None of this is technically "mode 7" except i use the mode7 plug in for the ground and sky in the C2 - it doesn't look nearly as good as the CC version though.

My engine isn't finished. The CC one in theory can rotate 360 degrees but I have no need of doing that.

The C2 one is only a few days old and completely unfinished. The way I'm handling the sprites angles of movement is an illusion. Everything is on a sprite that is 2000px wide and 224 high. The image point is set dead centre so when you zoom in on it, depending on where the actual image is placed within that 2000px sprite will depend on what angle it appears to be coming from.

I'll post the C2 engine when I have it working to a level I'm happy with, as it is, it isn't handling the z plane for sprite properly and any attempt to correct it so far has cut the framerate down to 1/10th of the speed.

I miss the CC sprite feature of for the z plane of placing an object in front of another etc. Most of the Z actions for sprites are gone. So this is a lot harder than it needs to be.

Here's a vid of the CC version of my engine.
Go!Go!Maddi! Welcome to the Fantasy Zone!!
B
45
S
12
G
7
Posts: 339
Reputation: 7,899

Post » Wed Jan 30, 2013 4:29 am

Amazing work, I actually came across Go!Go! Madi! quite awhile ago and it looks professionally made, something you would see in a classic sidescroller, I absolutely love the design

Also I remember procrastinator mentioning something similar about a feature in CC that C2 does not have yet about displacement being possible in CC but not in C2. That would probably be vectors that aren't possible in C2 yet, I wonder if we can request it to Ashley or Tom.

One more thing, its a bit off-topic, but JESUS do you know animate all your sprites? Because there well made.. It reminds me of the classic super nintendo graphics we all know and love

[QUOTE=damainman] @Retrodude

The way CC and C2 handle this stuff is different.

CC actually has a Z plane so there is no extra crap required to do what I did for fake 3d. Like I said in an earlier post, it's nothing but converting the Y axis into Z and that's it. The Z plane is handled by CC. I posted the code in an older post above for CC. There is more to it than that like everything that needs to be on the Z plane is in a family and I believe the Z variable is part of the family as well. Then you add a number to Z like z=z+5 and that zooms the bits. Y converted to Z becomes the distance from the "Camera".

None of this is technically "mode 7" except i use the mode7 plug in for the ground and sky in the C2 - it doesn't look nearly as good as the CC version though.

My engine isn't finished. The CC one in theory can rotate 360 degrees but I have no need of doing that.

The C2 one is only a few days old and completely unfinished. The way I'm handling the sprites angles of movement is an illusion. Everything is on a sprite that is 2000px wide and 224 high. The image point is set dead centre so when you zoom in on it, depending on where the actual image is placed within that 2000px sprite will depend on what angle it appears to be coming from.

I'll post the C2 engine when I have it working to a level I'm happy with, as it is, it isn't handling the z plane for sprite properly and any attempt to correct it so far has cut the framerate down to 1/10th of the speed.

I miss the CC sprite feature of for the z plane of placing an object in front of another etc. Most of the Z actions for sprites are gone. So this is a lot harder than it needs to be.

Here's a vid of the CC version of my engine.
Go!Go!Maddi! Welcome to the Fantasy Zone!![/QUOTE] retrodude2013-07-03 22:31:13
B
18
S
4
G
3
Posts: 436
Reputation: 4,801

Post » Wed Jan 30, 2013 4:44 am

So THAT'S why you're struggling with it now. I was trying to figure that out.

From my experience in the past (multimedia fusion), working from the image point is not the way to go. you leave that on the base of your object.


I start out with a center point sprite that represents the point of origin, when the object rezzes at the horizon, the X and Y instances are set to their destination X and Y (where they will be when they reach the front of the screen. the Z variable will be the percentage of the path from the point of origin to the destination. when an object is at 0, it will be a the horizon, and 100 will be at the front of the screen, scale at max. objects on the ground have a Y value as the bottom of the screen...

the hard part is getting the formula right to make it look like 3D. when I'm not busy, I'll send you what I know
B
16
S
1
Posts: 15
Reputation: 1,285

PreviousNext

Return to How do I....?

Who is online

Users browsing this forum: Artpunk, gregorysforster, onzephyr and 3 guests