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vetmora120



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12th April, 2011 at 08:49:52 -

Hey,

I know this question has been asked dozens of times in the past, but I can't seem to find any non-broken examples of it. I'm looking at implementing something similar to the 'GTA "3d" building illusion' into a current project. I'm not looking for anything too complex (even though it probably would be complex anyway), just something that will allow to create objects that have a height and move with the player.

Ultimately what I'm aiming to achieve, is something like 3 levels. The middle level will be where the player walks around and interacts. The top level is the top of the walls and the bottom level is for pits, holes, etc. If I'm not explaining myself well enough, please ask.

Thanks in advance!

 
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s-m-r

Slow-Motion Riot

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Candle
12th April, 2011 at 12:19:25 -

Someone had created an example of an engine that created skyscrapers of several levels in height. It's along with an example of a musically-activated equalizer bar that reacts to the wavelengths of the sound sample. Do a search for engines and examples, and you'll most likely find it. From what I remember/know of the original GTA, chances are that effect can be replicated with this example.

Additionally, you may be able to use the parallax object to do what you're trying to do. There are some impressive examples with the Clickteam updates.

 
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vetmora120



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12th April, 2011 at 13:18:06 -

Thanks for your help. Had a search for that example you mentioned. No luck as of yet. Also had a play around with the parallaxer object. Trying to get my head around it and figure out how to do this.

If anyone else has any luck on this, keep me posted.

 
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Eternal Man [EE]

Pitied the FOO

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12th April, 2011 at 13:47:36 -

I believe it was Shab who posted an example of a "3d" voxel engine. And since I'm such a nice person I found the link for you.

http://www.create-games.com/download.asp?id=5793

Though the last comment state it's a dead link, but you can check it out anyway, or just pm Shab.

//EE

 
Eternal Entertainment's Code'n'Art Man

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vetmora120



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12th April, 2011 at 13:55:21 -

Yeah, I did find that one. But yeah, the link is broken as I discovered earlier. Thanks for trying though!

Oh and I already did pm Shab. Havn't heard from him... hmmm

 
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nim



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12th April, 2011 at 14:34:18 -

I still have the example made by Shab. If I remember correctly, I added scrolling (arrow keys) and converted it to .mfa to upload it to Aquadasoft but nothing else has changed.

http://mfa.aquadasoft.com/upload/1302613652-3dvoxel.mfa

 
//

vetmora120



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12th April, 2011 at 14:37:58 -

Thank you Nim!!! Really appreciate this!

 
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vetmora120



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12th April, 2011 at 16:21:28 -

Hmmmm, I've put this into my game now but because the sprites are always being created they flicker randomly. I'm sure there's a better way to optimize it. Anyway, yeah. If anyone has any ideas on that then please let me know! ;D

Thanks, Vet

 
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Johnny Look

One Happy Dude

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12th April, 2011 at 18:47:05 -

Trying to do this in mmf2 is a bit of a lost cause, I'd recommend you to to use construct instead.
With it you can export and render 3d model which is then treated as a 2d sprite by the runtime, I can't think of any easier way to do 2.5D like you want.

 
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Eternal Man [EE]

Pitied the FOO

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Game of the Week WinnerHero of TimeLOL SignI am an April Fool
12th April, 2011 at 18:53:59 -

Lost cause? Then you need to do some math dear boy.
Using a bit of trig and a few values this can be made "rather" easy and fully stable.

It's all a matter of positioning objects relative to the camera in the right scale and with the right offset. The scale and offset are found using distance calculations while the scale is set initially.

//EE

Edit: Silly me using than instead of then!

Edited by Eternal Man [EE]

 
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GamesterXIII



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I am an April Fool
12th April, 2011 at 19:32:25 -

Johnny Look: Hardened MMF2 Veteran

Edited by GamesterXIII

 
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Knudde (Shab)

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12th April, 2011 at 20:49:05 -

I've got it still, and it works in MMF2 and I've updated it just a bit. My Abandonware pack has it in there.

 
Craps, I'm an old man!

Johnny Look

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13th April, 2011 at 03:02:14 -

geez people really need to chill out, whenever construct is mentioned there's has to be someone to go all guns blazing.

eternal man: what's easier, doing the trigonometry calculations and everything else you said or simply loading a mesh ?

GamesterXIII: I think I can safely say I'm more experienced with mmf2 than you.



 
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Eternal Man [EE]

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Game of the Week WinnerHero of TimeLOL SignI am an April Fool
13th April, 2011 at 03:11:43 -

Of course it'd be easiest to load a mesh.

However.

It also means means to abandon a language/system that you know, for something completely new that you aren't used to.
And if that's the case you will probably end up not finishing it even more than if you'd just stuck to the concept you know, albeit it meaning more calculations and such.

//EE

 
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E_E = All Indie


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GamesterXIII



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I am an April Fool
13th April, 2011 at 03:45:42 -


Originally Posted by Johnny Look


GamesterXIII: I think I can safely say I'm more experienced with mmf2 than you.




I laughed pretty damned hard.

 
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