yo klikmaster i like your example how did you do that with mmf2? can u post the code here so i can learn cause im making a isomtric game myslef and im having problems makin the object jump around
@luldozer Well it's built with MMF2 and you will need to program to run the game and view the code. Either way, I'll write on here if I create an open source example based on this engine.
An overview of how I did is was I used an image for the heightmap that's not visible in the game. The game would check to the sides of the person to see what the RGB value of the heightmap was at that position, and compare that to the player's height. If it was a lot bigger then it was treated as a wall.
@Klikmaster Hi Klikmaster, I'm a new user to MMF2 and I would love an open source or a guide to how you made this. Especially how you made your character jump using 8 directional movement, ramps, and jumping onto higher platform. Also, is it possible for me to do something similar to this but replace the geometric platform look like a rock or some kind of small hill?(like sonic 3d blast) I love your movie, I check it everyday but I can't seem to figure it out. Thanks in advance!
isometrics also use x,y,z coordinates, x and z use that fun math, and y you just 'lift' the object up a little. Be sure to keep the shadow from lifting, and that'll make the object look like it's jumping.
Well I am still learning all this crazy isometricness but ive got my depth sorting working correctly and have got a rendering system working, multigrid objects work but not very well, and ive made multiple layers for my grids to hold multiple objects. But now i am trying to get non grid based movement working and its a bitch.
I just realised a way to get tile collision detection working though, im gonna make a structure that holds pixel data... This is long Ill just send a message haha
For the example in my video I had an invisible height-map. An image would consist of different coloured pixels which represented the height from the ground. black is ground and the highest is white. Slopes are a gradient from 1 colour to the other.
This is what I did and it helps to simplify the problem.
Wow thats very clever i never bothered to learn heightmaps as they were not relevant to the games i was developing before but now i see why they are useful and their utility,
I had been pondering up an idea that I expect to work but its quite a cheap and dirty method haha.
Well I am going to try to learn about heightmaps now and hope i dont have to implement my other method.
The easiest way is to have a 2d array of "height" position, when you translate the position into isometric, you add the height to it. The true height is calculated by the interpolation between neighboring elements to amplify it into real space:
tx=IsoX(x,y)+Height(x,y)
ty=IsoY(x,y)+Height(x,y)
where Height is a function similar to Iso function but only on the Z-axis
klikmaster: an array of heights does make ramps more difficult, but that's just a start. You have 2 choices you can make, 1 uses a LOT of memory which is to make an array of heights on each pixel (the precision goes up), or you can use an algorithm in Height that correlates the heights around your location to determine actual height (similar to taking the average, but weighting the edges).
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Do you have the source?
MrSystemStatic 4 months ago in playlist Tech da vedere
This reminds me of a freeware Lego-style isometric building game that I used to have on my computer. This looks much cleaner. Nice job.
AlanSturgess 1 year ago
Is there a link where i could go and make one myself? Or download this?
ScaryXboxPenguin 1 year ago
do u enjoy it? loool
GaragyVlad 1 year ago
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boring!!
maximevhw 1 year ago
@maximevhw interesting..
Klikmaster 1 year ago 8
@Klikmaster
So what happened to this game? Are you still working on it?
CousinMosquito 1 year ago
@CousinMosquito Afraid not. I still have it in my task list as an inactive project, there's the possibility I'll pick it up again at some point.
Klikmaster 1 year ago
very nice! so far, ive only be able to create non-height defined iso maps so i find this fascinating :)
nifected 1 year ago
yo klikmaster i like your example how did you do that with mmf2? can u post the code here so i can learn cause im making a isomtric game myslef and im having problems makin the object jump around
leonixburner 1 year ago
@luldozer Well it's built with MMF2 and you will need to program to run the game and view the code. Either way, I'll write on here if I create an open source example based on this engine.
An overview of how I did is was I used an image for the heightmap that's not visible in the game. The game would check to the sides of the person to see what the RGB value of the heightmap was at that position, and compare that to the player's height. If it was a lot bigger then it was treated as a wall.
Klikmaster 1 year ago
@luldozer I don't mind making this open source or explaining my methods. Are you an MMF2 user?
Klikmaster 2 years ago
@Klikmaster Hi Klikmaster, I'm a new user to MMF2 and I would love an open source or a guide to how you made this. Especially how you made your character jump using 8 directional movement, ramps, and jumping onto higher platform. Also, is it possible for me to do something similar to this but replace the geometric platform look like a rock or some kind of small hill?(like sonic 3d blast) I love your movie, I check it everyday but I can't seem to figure it out. Thanks in advance!
kgwalksonwater 1 year ago
good. now just make character animations
StuckonLevel1 2 years ago 2
Really cool man
I have a few isometric programming questions
How did you implemet physics in an isometric world?
How did you make it multilayered so there was depth on the tiles, like how did you get that ramp to affect the players y coord.
Im sorry but these things just arent as obvious as normal side view stuff.
TledgEs 2 years ago
isometrics also use x,y,z coordinates, x and z use that fun math, and y you just 'lift' the object up a little. Be sure to keep the shadow from lifting, and that'll make the object look like it's jumping.
callistek 2 years ago
Well I am still learning all this crazy isometricness but ive got my depth sorting working correctly and have got a rendering system working, multigrid objects work but not very well, and ive made multiple layers for my grids to hold multiple objects. But now i am trying to get non grid based movement working and its a bitch.
I just realised a way to get tile collision detection working though, im gonna make a structure that holds pixel data... This is long Ill just send a message haha
TledgEs 2 years ago
For the example in my video I had an invisible height-map. An image would consist of different coloured pixels which represented the height from the ground. black is ground and the highest is white. Slopes are a gradient from 1 colour to the other.
This is what I did and it helps to simplify the problem.
Klikmaster 2 years ago
Wow thats very clever i never bothered to learn heightmaps as they were not relevant to the games i was developing before but now i see why they are useful and their utility,
I had been pondering up an idea that I expect to work but its quite a cheap and dirty method haha.
Well I am going to try to learn about heightmaps now and hope i dont have to implement my other method.
TledgEs 2 years ago
No it doesn't really use z coord. It is just an illusion of 3d. All movements are actually 2d via a mask which is invisible
TemplarX2 2 years ago
The easiest way is to have a 2d array of "height" position, when you translate the position into isometric, you add the height to it. The true height is calculated by the interpolation between neighboring elements to amplify it into real space:
tx=IsoX(x,y)+Height(x,y)
ty=IsoY(x,y)+Height(x,y)
where Height is a function similar to Iso function but only on the Z-axis
sabriath 2 years ago
But having height values in an array doesn't make ramps very easy.
Klikmaster 2 years ago
klikmaster: an array of heights does make ramps more difficult, but that's just a start. You have 2 choices you can make, 1 uses a LOT of memory which is to make an array of heights on each pixel (the precision goes up), or you can use an algorithm in Height that correlates the heights around your location to determine actual height (similar to taking the average, but weighting the edges).
sabriath 2 years ago
I'm having the same trouble. Especially getting the player to jump.
ntwiles 2 years ago
Cool editor.
What programming language did you use?
Also, you should make the camera position update AFTER the player position has updated.
RyanPridgeon 2 years ago
It is being built with MMF2, a product from clickteam.
This video is more of an isometric level test than anything else, camera work and movement is temporary.
Klikmaster 2 years ago
@Klikmaster whats the programing for multimedia fusion 2 that clickteam is doing called ?
leonixburner 1 year ago
there is a game for PSP like this, u should take sum ideas from it!!!
Renkay141 2 years ago
What game?
Klikmaster 2 years ago
I programmed this from scratch. Haven't worked on this project in a while, I should continue it.
Klikmaster 3 years ago
The object placing looks just like that of habbo. Is this gamemaker? or another program. If so, can you tell me where to get it?
Astaroth6000 3 years ago