Tips for an isometric game

Discussion and feedback on Construct 2

Post » Tue Jul 12, 2016 1:15 pm

We've decided with out team that it's finally time to start our first serious game project. We'll be targeting Steam and we're designing an isometric game. Since it's our first iso game (but not our first game overall) I'd like to ask the wise community of Construct 2 about tips, suggestions for making an isometric game. I think we'll be using @R0J0hound 's Isometric Behavior and I just saw @tunepunk 's Archer I tought it might be a good idea to ask around.
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Post » Tue Jul 12, 2016 2:07 pm

check my "guide" and stuff here:
https://www.scirra.com/store/royalty-fr ... plate-1527

it's isometric :)

there's a demo link there, works just tried it. it was made for PC but just a template with 1 level, didn't have time to do more or realease a game, it's a good starting point :)
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Tue Jul 12, 2016 4:52 pm

When sorting, only sort what's on-screen. Also try to keep stuff that is permanently under the player or permanently above on their own layers--it will make mapping much easier. Remember that things like houses don't need to be one giant object if you don't want. So long as your object count isn't out of control, you can get a lot of flexibility and control out of splitting things up. Oh just, animations might take forever to make because of all the angles.
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Post » Tue Jul 12, 2016 5:16 pm

I don't know if I have any specific tips at the moment, but feel free to watch any videos I posted in my game thread in my sig.
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Post » Tue Jul 12, 2016 5:29 pm

Boom
Image

The new system z sort may be fast enough that you may not need any filtering.
I got 1800 sprites being sorted every tick before it started to slow down.
Image ImageImage
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Post » Tue Jul 12, 2016 5:49 pm

yep make sure your object count is below 1000.
there is a lot of methods to help you with that including tilemaps.
I learn that the hard way.

if making animations is giving you trouble, you might as well abuse Bastard Bond tactics of simply using no animations and only tween/litetweens of the sprites.
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Post » Tue Jul 12, 2016 6:57 pm

I didn't do traditional isoletric on a grid, as i wanted a bit more dynamic map with objects and buildings in any angles. A bit more tricky to figure out the sorting but got it working eventally. For grid I think its a bit more easy, but as been mentioned. Make use of tilemap object, to keep the object count down.
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Tue Jul 12, 2016 7:33 pm

My isometric behavior is only useful if you're using 2:1 isometric and want to sort blocks of any dimension in any location. They also have to be oriented the same. In sort it uses an algorithm that addresses cases that aren't easily sortable. While it also provides some helpers for the collisions and motion those can be done in many other ways.

If you're doing everything on a ground plane or on a grid then the behavior is overkill and newt's suggestion is better suited.
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Post » Tue Jul 12, 2016 8:04 pm

I got my inspiration from games like "commandos" and Baldur's Gate type games, which is isometric but not grid based. Like Transport tycoon. More dynamic maps, but still isometric angle. I also wanted to make the characters full realtime 3D in an isometric prerendered setting, but after buying Q3D i found it was way to complicated to work with, so I skipped that idea :p

Image

Image from commandos 3. Harder to do than grid based but I nice without the squares.
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Tue Jul 12, 2016 8:10 pm

Sethmaster wrote:yep make sure your object count is below 1000.
there is a lot of methods to help you with that including tilemaps.
I learn that the hard way.

if making animations is giving you trouble, you might as well abuse Bastard Bond tactics of simply using no animations and only tween/litetweens of the sprites.


Perhaps 1,000 actively-sorted objects at a time is what was meant. If you're aiming for Steam, you can go much higher (10x that) if they're not all actively doing stuff. So non-moving scenery stuff, for instance.
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