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Re: Isömap 0.065 released

Posted: Thu Dec 13, 2012 11:51 am
by Darky
the previous versions were prettier and more fluid. [edit] fixed with 0.067, isömap is awesome [/edit]
keep up the good work !
( especially for the free-move-version)

Re: Isömap 0.065 released

Posted: Thu Dec 13, 2012 11:58 am
by micha
The rotation is awesome!! Can you also make it rotate around the z-axis?

I will have a look at the free movement version later.

Re: Isömap 0.065 released

Posted: Thu Dec 13, 2012 12:52 pm
by Roland_Yonaba
Gosh, I am following this since the start, and I am still like: Image ...
Great job, keep it up! :awesome:

Re: Isömap 0.065 released

Posted: Thu Dec 13, 2012 4:40 pm
by Saegor
Darky wrote:the previous versions were prettier and more fluid.
keep up the good work !
( especially for the free-move-version)
movements will be freed after i'm sure i will not apply big changes to the engine code, because the two last attempts to implement it were two fails :(
micha wrote:The rotation is awesome!! Can you also make it rotate around the z-axis?

I will have a look at the free movement version later.
no, the code has several limitations that i can't break for now
the grid drawing calculation formula is something like

Code: Select all

x = (gx-gy)/tw
y = (gx+gy)/th - gz*tz
where x and y are the drawing coordonees, gx, gy and gz are the space grid position and tw and th are the width and the heigth of the tile and tz is the Z offset applied to simulate the vertical dimension. i think it's not very complex for now but if i want to add Z rotation i will have to add some more parameters to the main formula... mmh maybe later
Roland_Yonaba wrote:Gosh, I am following this since the start, and I am still like: Image ...
Great job, keep it up! :awesome:
thanks man for your encouragements !!

Re: Isömap 0.071 released

Posted: Sun Dec 23, 2012 12:16 am
by wssmith04
Very cool and inspiring!!! ^^

Re: Isömap 0.065 released

Posted: Mon Dec 24, 2012 2:44 pm
by osa1
Saegor wrote:
micha wrote:The rotation is awesome!! Can you also make it rotate around the z-axis?

I will have a look at the free movement version later.
no, the code has several limitations that i can't break for now
the grid drawing calculation formula is something like

Code: Select all

x = (gx-gy)/tw
y = (gx+gy)/th - gz*tz
where x and y are the drawing coordonees, gx, gy and gz are the space grid position and tw and th are the width and the heigth of the tile and tz is the Z offset applied to simulate the vertical dimension. i think it's not very complex for now but if i want to add Z rotation i will have to add some more parameters to the main formula... mmh maybe later
so I spent some time reading the code(I'm working on something similar) and as far as I understand, you can add rotating around z-axis by changing `rhombus` function in engine.lua. I think you have to add a parameter like `angle` which will specify rotation around z-axis, then by rotating 8 points you're generating in `rhombus` function, you can emulate rotation(I mean by rotating 8 points around tile's center, which is specified by `rhombus` functions's `x` and `y` parameters).

I'm not sure if you'll need to change `offset` too, but I don't think it's necessary. I'll be hacking on your code in a few hours and will post here if I can manage to implement rotations around Z axis.

EDIT: later I realized you should also change some other functions because tiles' coordinates on screen will also be changed. Hmm ..

Can you explain what does `axono` function do ?

Re: Isömap 0.071 released

Posted: Mon Dec 24, 2012 11:09 pm
by Lafolie
I really like this. I'm planning on making the visual element of my game isometric, this is great inspiration. I especially like the ability to shift the viewing angle; I suspect this is achieved through manipulation of the way the map is rendered (using primitives). I wonder, is this sort of mechanic realistically achieve-able with sprites too. I guess you could map textures to the primitives, but I imagine there is a more effective way to do this, rather than almost simulating 3D polygons.

Re: Isömap 0.071 released

Posted: Tue Dec 25, 2012 10:24 am
by osa1
Lafolie wrote:I really like this. I'm planning on making the visual element of my game isometric, this is great inspiration. I especially like the ability to shift the viewing angle; I suspect this is achieved through manipulation of the way the map is rendered (using primitives). I wonder, is this sort of mechanic realistically achieve-able with sprites too. I guess you could map textures to the primitives, but I imagine there is a more effective way to do this, rather than almost simulating 3D polygons.
changing viewing angle is handled by manipulating sprite's height and width values. it has no camera or any rendering tricks, it just makes sprites wider and shorter and it looks like we're zooming. here's the relevant code:

Code: Select all

    if ke.isDown("r")
            and tile_h < h_zoom_max then
        tile_w = tile_w + dt * zoom * w_change
        tile_h = tile_h + dt * zoom * h_change
        tile_z = tile_z - dt * zoom * z_change

    elseif ke.isDown("e")
            and tile_h > h_zoom_min then
        tile_w = tile_w - dt * zoom * w_change
        tile_h = tile_h - dt * zoom * h_change
        tile_z = tile_z + dt * zoom * z_change
    end
I think this engine needs a real camera to map some game world points to screen points depending on angle and distance, for now it can't be used anything other than simple tiles.

Re: Isömap 0.071 released

Posted: Wed Dec 26, 2012 7:07 pm
by micha
Lafolie wrote:I really like this. I'm planning on making the visual element of my game isometric, this is great inspiration. I especially like the ability to shift the viewing angle; I suspect this is achieved through manipulation of the way the map is rendered (using primitives). I wonder, is this sort of mechanic realistically achieve-able with sprites too. I guess you could map textures to the primitives, but I imagine there is a more effective way to do this, rather than almost simulating 3D polygons.
If your sprites only consist of faces orthogonal to the coordinate axes (x,y and z) then this is possible and not too difficult. If you have arbitrary shapes, there is no simple way to implement this without using proper 3d polygons, as you say.

Re: Isömap 0.071 released

Posted: Wed Dec 26, 2012 7:33 pm
by Lafolie
Well my visual element is non-existent at the moment. Obviously I have a temporary display until the game is sorted, so I can write the classes to work in whatever way is optimal.

So if I am to use this technique, it would be best to use 'traditional' orthogonal tiles and not isometric tiles? That would actually make some parts of content creation much easier. Most interesting.