[PLAYABLE] Testing a sprite based 3rd person template.

Show us your works in progress and request feedback

Post » Sun Feb 28, 2016 6:27 pm

Improve the description of the topic also with screens ;)
B
7
S
3
G
1
Posts: 107
Reputation: 1,018

Post » Mon Feb 29, 2016 1:24 pm

I plan on making the sprites change animation based on angle to the camera so you can have them rotate. This will be easy but I didn't have a sprite with rotation animation handy when I put the project together.
B
18
S
8
G
2
Posts: 79
Reputation: 2,104

Post » Mon Feb 29, 2016 2:26 pm

@roguecore - I like how you made 3D possible by just using events :D . But there are still many bugs on scaling, field of view and movement. Sometimes when I scale, the sprites becomes inverted (If scaled too small, I think) and when I increase or decrease the field of view when I move the objects tends to follow the players movement so they move away from the player. But I still like it, a little more fix and it'll be amazing.
Image



The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
B
55
S
17
G
90
Posts: 1,112
Reputation: 59,151

Post » Mon Feb 29, 2016 2:29 pm

Thanks anyway for the CapX, will be useful to study!
B
15
S
5
G
2
Posts: 140
Reputation: 2,424

Post » Mon Feb 29, 2016 4:32 pm

HR78 wrote:Thanks anyway for the CapX, will be useful to study!


Sorry there is no tutorial. Let me know if you have any questions :)
B
18
S
8
G
2
Posts: 79
Reputation: 2,104

Post » Mon Feb 29, 2016 5:11 pm

Just looked at the source - and I have no idea what you did ;-)
And it's tiny. I thought there would be a lot of events - but boy was I wrong.
It's great and when I have time I will study it.
THX for sharing

  • System > On start of layout | system > load game from slot "brain"
  • System > On load failed | system > scroll to obj_Forum
B
17
S
8
G
5
Posts: 340
Reputation: 4,707

Post » Mon Feb 29, 2016 6:40 pm

fm4fanAT wrote:Just looked at the source - and I have no idea what you did ;-)
And it's tiny. I thought there would be a lot of events - but boy was I wrong.
It's great and when I have time I will study it.
THX for sharing


There are two areas, the viewport and everything outside of it which is the simulation area. The simulation area is where you put object_ objects. The player never sees these. Each object_ has a sprite_ attached to it by UID. The camera object is in the simulation area. The difference between the camera angle and the relative angle of an object_ to the camera is used to determine the X placement in the viewport for the sprite_ that belongs to that object_. For this I had to solve for the FOV by dividing up 360 and stuff. A similar thing is done for the Y coordinate but instead of relative angle the distance between camera and an object_ is used to determine Y placement from the horizon and scale of the corresponding sprite_. Hope this helps.
B
18
S
8
G
2
Posts: 79
Reputation: 2,104

Post » Mon Feb 29, 2016 6:51 pm

There are some extra objects in the simulation area that I was using to delete trees and mark out a road. Just ignore those.
B
18
S
8
G
2
Posts: 79
Reputation: 2,104

Post » Mon Feb 29, 2016 8:28 pm

chadorireborn wrote:@roguecore - I like how you made 3D possible by just using events :D . But there are still many bugs on scaling, field of view and movement. Sometimes when I scale, the sprites becomes inverted (If scaled too small, I think) and when I increase or decrease the field of view when I move the objects tends to follow the players movement so they move away from the player. But I still like it, a little more fix and it'll be amazing.


Thanks! Yeah, I didn't not lock the scale value to stop at zero so you can actually set it to negative numbers. This would cause the sprites to invert. I knew the sprites were acting funny when you had really high FOV set but I didn't think it would matter since most games are probably going to be played between 60-90 FOV. However, after reading your comments I went back and looked again and I realized that it's behaving exactly how it's supposed to. I set the FOV up to 360 and as you walk forward you can see as the sprites reach the camera they move from the center to the edge of the view and reverse direction. This happens because the left and right areas of the screen are covering the rear 180 of the FOV. So it's like looking in a rear view mirror almost. Thanks for your feedback! :)
B
18
S
8
G
2
Posts: 79
Reputation: 2,104

Post » Tue Mar 01, 2016 6:31 am

Awesome! The question now would be how to draw walls. Polygon plugin maybe?
The real pain will be the the z-sorting I guess.
Image
B
17
S
5
G
1
Posts: 122
Reputation: 1,930

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 4 guests