Is there an easy way to make streetfighter floors?

New releases and general discussions.

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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Post » Thu Jun 19, 2008 7:52 am

I dunno, I was able to create a boxish room using the 3D box without any events. No idea what's going on in the image editor this release, I mean, every sprite and texture is limited to 64x64 or something? That's an unintuitive roadblock I have no idea how to overcome; then again, not really trying here...

Note the negative depth. That's what reverses the normals, or as it were, turns the box inside-out.

http://www.mediafire.com/?zyybll0v9rb

So... that would work if you threw in some scrolling background layers and more creative box placement.
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Post » Fri Jun 20, 2008 4:00 am

This is definately the sort of thing I'm after, but yeah...I was hoping for a solution that wouldnt have three unnecessary sides (for just a floor) and which would lend effortlessly toward an endlessly scrolling level design as well as a short one loke a room. (Without lining up a bunch of boxes and hoping there's never a slight gap or overlap.
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Post » Sat Jun 21, 2008 1:25 am

Is it possible to make the 3D box to not blur images in the box, but just appear pixelated?
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Post » Sat Jun 21, 2008 6:16 am

Yeah, I like that idea. Sure wouldn't hurt to have application-level control of texture filtering. Linear, Bi, Tri...
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Post » Sat Jun 21, 2008 10:04 am

There are many open source 3D engines in the form of library's and SDK's.
Like there are:
http://www.delta3d.org/
http://irrlicht.sourceforge.net/
http://www.ogre3d.org/

and more.

Almost nothing needs to be coded from scratch to enrich Construct with 3D and 3D physics.
This if i understand this well. I am not a programmer.

I dont think that Ashley dont want to. Reading his last comments i have the feeling that he just has no time. And the 2d engine is not even out of Beta yet.

Jumping in his shoes, i dont see how he could manage all this, working on perfectioning the 2d shaders, and the events system, and the interfaces to it all, AND bring a 3D engine in something thats not stable yet.

But i do think that the future lays in bringing together construct and one of the open source 3d engines. Why re-invent water ? Its all done already, and its here as SDK's and C++ librarys.

So ? who's gonna do it ?
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Post » Mon Jul 07, 2008 4:14 pm

You don't have to fill in the other sides of the 3d box, but maybe it's just that they are there that annoys you..
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