Zelevation feature request.

New releases and general discussions.

Post » Sat Apr 23, 2011 2:18 am

thats hardly a good solution
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Post » Sun May 01, 2011 8:20 am

[quote="QuaziGNRLnose":3aq92fl3]i counteracted the effects of the projection matrix with x,y,width,height, but that causes problems because it's not at all a perfect and needs to be tweaked like crazy in order to work properly. the ability to control the amplitude of the projection matrix's effects on z-elevations would be great.[/quote:3aq92fl3]
Do you think you could share an example of this?
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Post » Sun May 01, 2011 12:07 pm

I wouldn't worry about it too much. looks like someone brilliant added a little surprise for the next build.
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Post » Sun May 01, 2011 12:16 pm

[quote="newt":3k5cjw5b]I wouldn't worry about it too much. looks like someone brilliant added a little surprise for the next build.[/quote:3k5cjw5b]

They did? I see nothing in the next changelog.
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Post » Sun May 01, 2011 1:14 pm

I say looks as I'm not 100% sure, but my understanding is that orthogonal does not change size... dunno about perspective.
Not sure how things are accepted to the actual build, but lets hope it gets in there.
[url:2d4k7cx3]http://construct.svn.sourceforge.net/viewvc/construct?view=revision&revision=257[/url:2d4k7cx3]
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Post » Sun May 01, 2011 1:27 pm

Oh, that... yes that is in the changelog. I'm not sure how that would help, but I'm a bit lost in this thread :P

As for what orthogonal view does, it is still a 3d view, it's just that all perspective information is reduced to a 2d plane, so far away objects appear at the same size as their close-up counterparts.

And yes, that three-quarter isometric style is a type of orthogonal view, but since Quazi is faking the 3d space by doing his own depth sorting on 2d sprites then, again, I'm not sure if or how an orthogonal camera would help.
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Post » Sun May 01, 2011 1:43 pm

Cool.
Yeah Im not sure how perspective will play out, if Rojo left that in there, but as long as the view is straight on it should work for what Quasi was doing.
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Post » Sun May 01, 2011 3:13 pm

its 3d shapes sorted in with the sprites, and the way i set it up, it makes iso sorting a lot simpler, you wouldn't have to fiddle with all the stuff you normally would doing iso sorting with odd shapes

its just way easier to use the z buffer than to use the old send to back send to front stuff.
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Post » Sun May 01, 2011 3:28 pm

[quote="QuaziGNRLnose":6xbq6k8l]its 3d shapes sorted in with the sprites[/quote:6xbq6k8l]

Oh, those are 3d boxes and stuff? Okay then :P. At first glance I thought it was all pixel art, I was fooled by the pixelly edges.
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Post » Sun May 01, 2011 3:34 pm

yea they're made of distort maps
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