Is there an easy way to make streetfighter floors?

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Post » Tue Jun 17, 2008 5:20 am

Know what I mean? I want a long horizontally scrolling level, but I want to put the floor into perspective so that evert pixel row scrolls at a different speed....

I'm hoping there's a beter way than lining up a bunch of 3d boxes. :)
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Post » Tue Jun 17, 2008 10:31 am

I haven't actually fiddled in Construct in ages so I don't know why I still read the forums, but is there any way to skew an image? If so, maybe like... deform the backdrop images into perspective relative to camera. Or something. I have no idea.

Thinking about it does give me other, inspired ideas though.

:| Good luck.

EDIT: haha, what? Ashley long ago posted a skew example. Perhaps it is the key!
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Post » Tue Jun 17, 2008 10:49 am

Yeah I'd just found that skew example today too in the upload forum.
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Post » Tue Jun 17, 2008 10:56 am

It's not a cool 'perspective' skew, though. I mean, there is no vanishing point, or in any case the VP sways along with the sprite. I wonder if it could be worked into something perspectivey.

... adding vanishing points to a layout is a step towards pseudo 3D environments. :D
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Post » Tue Jun 17, 2008 11:10 am

I think you'd have to write a shader for this. I'm not sure all video cards can render distorted quads (eg. not just skewed but with perspective, and edges of differing length and not parallel to the opposite side) in 2D, without using actual 3D rendering. But I'll see if I can get something working.
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Post » Tue Jun 17, 2008 3:40 pm

So sprites then aren't textures on quads? I've been kind of hopeful for the ability to move and rotate sprites on the x, y and z axis so they could have automatic perspective/parallax, but I guess that would be harder than I thought if they're not on polygons.

I'm no graphics programmer, so forgive my ignorance on the matter.
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Post » Tue Jun 17, 2008 4:55 pm

There are actually tqwo great extensions for MMF2 that we should all be looking at.

one is called Paralaxer and the other is called Perspective. Both work wonderfully with very diferent aproaches...and both run very fast with no HWA required.
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Post » Tue Jun 17, 2008 6:36 pm

Sprites ARE textures on quads, but traditionally your trapezioid-shaped graphics come from using ordinary rectangular quads and viewing them at a 3D angle - in 2D, top down, you're actually just squashing the texture in to a funny shape. Still, a 3D sprite object is possible - it'd work like a single-faced 3D box object.
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Post » Tue Jun 17, 2008 6:55 pm

Oh, I didn't know the screen was rendered without perspective. That makes sense.
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Post » Wed Jun 18, 2008 4:42 pm

The artist could provide an image already drawn in perspective. (A trapeziod) which is already designed to tile semalessly...if construct simply takes each row of the trapeziod and scrolled it at a different speed based on its size relative to the total width, that would gove it the propper scrolling in perspective....then the user should be able to tell it which row of the trapeziod should be sinchronized to scroll at the same speed of the layer its on (if at all) This way you could properly "PIN" the floor, ceiling (or wall if vertical) to the layer in proper perspective.

Does that make sense?

This is similar to the technique used for the paralax extension that was recently made for MMF2.
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