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Design - How To - Question #377884
07/17/11 17:10
07/17/11 17:10
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
Expert
Rei_Ayanami  Offline OP
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Hey Guys,

I got a question, how would you achieve such a design?



Sprites, with Outlines ?
-> wont look like that

2D Game
-> easiest for design, hardest for the gameplay

Shader
-> ???

Or another way?

I seriously want to achieve such a design(game) ^^

Thanks in advance,
ReiAyanami

Re: Design - How To - Question [Re: Rei_Ayanami] #377886
07/17/11 17:19
07/17/11 17:19
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Set up a simple 3D scene that looks like that, position the camera in the appropriate location, and set the camera's ISOMETRIC flag for an orthogonal projection.

EDIT: You can of course set the screen resolution to a small number and use a shader to achieve a simple, flat, pixelated look, like the one we used for GRUNTS.

Last edited by Redeemer; 07/17/11 17:20.

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Re: Design - How To - Question [Re: Redeemer] #377894
07/17/11 18:29
07/17/11 18:29
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Ah, you did not get me.

How to set up etc is no problem.

But when I just use a shader to make it pixelated, i cannot be sure that all edges are /really/ drawn D:

Re: Design - How To - Question [Re: Rei_Ayanami] #377906
07/17/11 19:55
07/17/11 19:55
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Draw it by hand and write 2D isometric level management / colission detection?
You could even do this in code only. Looks pretty straightforward to me. Have a geometric shape, a top surface pattern and a height level, then draw the walls accordingly.

Last edited by Joozey; 07/17/11 19:58.

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Re: Design - How To - Question [Re: Rei_Ayanami] #377907
07/17/11 19:57
07/17/11 19:57
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
My approach would probably be as follows:
Low screen resolution, isometric camera, simple flat shading, draw_line (the 2D version!) between certain vertices.
The vertices could be set up in a simple selfmade editor or recognize them automatically, what would be a bit more tricky.


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Re: Design - How To - Question [Re: Superku] #377908
07/17/11 20:10
07/17/11 20:10
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
First of all - thanks to you laugh


I didnt even know that there was a 2D line function, that gave me an idea - using a 2D only solution (as Joozey suggested), with an 3D-array based level, and drawing the outlines based on the surrounding blocks myself.

Of course a 3D Version would be easier for the movement/collision etc, but upscaling and the "which vertex must connect to another" thing seems to be more work.


Ahh, fu, that wont work as expected... Need to think about something else D:

Still, thank you!

Re: Design - How To - Question [Re: Rei_Ayanami] #377926
07/18/11 05:35
07/18/11 05:35
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
Using 2D as a representation of 3D world.
I mean the level is made in 3D so you still can use the collision/physics/movement/anything you like in the 3D engine, but don't show it to the screen(reset camera.SHOW).
Now get the x,y position from the entities in the level, and use them to put the 2d sprites on screen. You can use some equation to convert the position to isometric coordinates(should be easy).

Re: Design - How To - Question [Re: bart_the_13th] #377967
07/18/11 12:00
07/18/11 12:00
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
Expert
Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Thanks, I am going to try that. I can even render it as a standard Isometric view and use vec_from_screen (or however thats called), to get my positions.

Thanks!

Re: Design - How To - Question [Re: bart_the_13th] #377977
07/18/11 14:00
07/18/11 14:00
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: bart_the_13th
Using 2D as a representation of 3D world.
I mean the level is made in 3D so you still can use the collision/physics/movement/anything you like in the 3D engine, but don't show it to the screen(reset camera.SHOW).
Now get the x,y position from the entities in the level, and use them to put the 2d sprites on screen. You can use some equation to convert the position to isometric coordinates(should be easy).


very clever.

Re: Design - How To - Question [Re: lostclimate] #378634
07/25/11 09:07
07/25/11 09:07
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
biggest problem with this 2.5D engine approach is gonna layer rendering. when does a sprite need to be rendered above another (because in 2D, there is no depth perception)


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
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