Kinda sorta 2 1/2 D...

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Post » Wed May 20, 2009 4:49 pm

[url:24wdvpgf]http://dl.getdropbox.com/u/1105553/2.5d.cap[/url:24wdvpgf]

I made this last night after I saw the new version .99 download, so you will need to use the latest version of Construct to open it.

It's very simple and (admittably) rather poorly done, but hopefully someone will see this and think; "Hey, that might work for an idea that I have. Just, you know... if it were done better."

It doesn't look terrible with a flat texture for the ground, but if you use anything complex you'll see that the ground texture scrolls faster than the objects placed above it. Even with a flat texture the rocks and coop still kind of look like they're floating in the air.
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Post » Wed May 20, 2009 7:22 pm

That's pretty sweet, and yeah I definitely see the potential :)

I put a grass texture on the grass and it looked pretty badass. It's very accurate in regards to how it lines up with the Z sorted sprites.

The overlap is kinda funky what with the player being always in front of the house and rocks, even if he's behind, but I'm sure that can be fixed easily.

Good work :D
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Post » Wed May 20, 2009 9:32 pm

Thank you!

It seems to work if you put a condition that when the player sprite's Y position is within a certain range it should be placed behind the house.

It's kind of annoying to place barriers around objects, though... since it doesn't work right by simply making an object solid. :|
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Post » Sun May 24, 2009 4:56 pm

Wow, that's slick :D

How do you guys even come up with these ideas? I know, I'll make a box and make it huge and make it all fold in on itself somehow so its flipped around in the runtime environment and make it look like grass :/

WTF!?

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Sun May 24, 2009 6:54 pm

[quote="SoldjahBoy":lbf93wvn]How do you guys even come up with these ideas?[/quote:lbf93wvn]

I was messing around with the 3d box in one of the previous versions and after making the depth a negative number I thought; "Hey, that almost looks like a diorama."

Version .99 just jogged my memory. :wink:
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Post » Mon May 25, 2009 4:40 am

Using boxes that way is pretty standard in 3D btw.... it's called substractive space. Used in Quake. Now with boxes, of course, but with meshes. Brushes!
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Post » Mon May 25, 2009 6:04 am

I guess that goes to show how much I have used 3D applications to make stuff... nearly zero haha. xD

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Mon May 25, 2009 9:08 am

With some higher res textures this could be used in real games.. Hmm..
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Post » Wed May 27, 2009 1:10 am

[quote="Madster":2gr47rw6]Using boxes that way is pretty standard in 3D btw.... it's called substractive space. Used in Quake. Now with boxes, of course, but with meshes. Brushes![/quote:2gr47rw6]
Unreal's subtractive, Quake's additive.


After realization of the whole Z stuff, i'm thinking Chaotix bonus levels actually being possible to make now, though there's no wrap around for Z.
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Post » Sun Jun 07, 2009 11:39 am

I think I'm definetely missing something here, but can't this affect be quite easily achieved without the 3D box object? What are the advantages of using this method? And is the only wanted effect here the player character growing larger as he nears the bottom of the screen, cause that can really be done in two lines.
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