Isometric Framework In Construct 2 - Is It Possible ???

Discussion and feedback on Construct 2

Post » Sun Mar 08, 2015 6:26 pm

Hello

Has anyone ever tried to make a fully isometric game in Construct 2?

Does anyone know of an isometric framework that designers can start from?

As an example - check out this awesome game...

https://www.youtube.com/watch?v=XEbf8_50wwU
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Post » Sun Mar 08, 2015 6:57 pm

I have a couple isometric prototypes going, an RPG and an RTS. I haven't gotten enough done on the RTS to show it off yet, but here is a pic of the RPG.

The RPG prototype is tile based. I originally made it using an array to generate random levels, but later decided to place them manually for more control.

The bottom picture shows the grid system I built in Photoshop to easily place tiles that would lock into place on a grid in Construct 2. This took several hours to make. Basically, the first frame of the animation is the grid, and it changes to the actual ground image when the game starts. This produces less clutter in Construct 2, and enables fast placement of tiles.

I never finished this RPG prototype, so the character models are still Golden Axe placeholders!

I am currently working on the RTS because I think it will be easier. It doesn't need a grid since it will be on an open map with a tiled background. Everything will still be isometric though.

I am basically taking the approach of older games like Baldur's Gate with pre-rendered 3d images (made with Modo and Zbrush).

Unfortunately, Construct 2 does not have any built-in framework for isometric games, so you have to set up everything for isometric yourself.

Note that these two pictures are not of the exact same scene, so if you see tiles placed in the bottom image that don't make sense, just ignore them.

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Post » Sun Mar 08, 2015 8:01 pm

Its definitely doable, it's just that it requires a substantial effort, and planning.
At least 8 frames for each sprite. Animations would add to that literally exponentially.
Then you need a deep understanding of isometric, there are no easy buttons.
There is a template up in the Scirra store.
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Post » Sun Mar 08, 2015 8:49 pm

newt wrote:At least 8 frames for each sprite. Animations would add to that literally exponentially.


Well, I think some of the directions could be done with mirroring, so you wouldn't really need all 8.

Here is a test render I made a while back in Modo. I think some of these could be left out and mirrored. Baldur's Gate did it that way. I saw the shield switch hands while turning.

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Post » Sun Mar 08, 2015 9:25 pm

About isometric
viewtopic.php?f=146&t=120594
8 way capx from R0J0hound
download/file.php?id=9028
If you want it to turn to the direction to move before moving then you'll have to do it manually with events.
Maybe something like
every tick
--- sprite: rotate 100*dt degrees to target_angle

Sprite: angle is within 0.5 degrees of target_angle
--- sprite: move forward

@DrewMelton
I guess when you have shading and shadows on the ground you can't mirror.
40 frames would be smooth.
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What you want in C3?
viewtopic.php?f=146&t=122050

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Post » Sun Mar 08, 2015 10:24 pm

JamesXXXYZ wrote:I guess when you have shading and shadows on the ground you can't mirror.
40 frames would be smooth.


If you keep the light mostly overhead, you can still get away with mirroring. Most old isometric games seem to keep the shadows mostly underneath. I will have another look at them and see soon, but I most likely will mirror at least a few animations to save some time and memory usage.
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Post » Fri Mar 13, 2015 11:23 am

I once finished a simple isometric SRPG game before and currently working on another one so it's definitely doable.
The most important different thing in isometric projection is the Z-Ordering system so all your sprites are displayed on the screen as intended.
Aside from that, it's just like other games which means a lot of work.

Here's a gif of my previous work, Super Nuclear Riders.
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