Isometric world issues
by M. Ugur Karakaplan · in Torque Game Builder · 06/29/2007 (7:50 am) · 3 replies
The following method is possibly the easiest one to build an isometric world in a 2D builder (but this does not work with TGB):
1- Set collision polygon of every image to be the vertical projection of the image.
2- Set origin of every image to be the center of the vertical projection of the image.
3- Set layer of every image to be -y. (as y increase, layer decrease, object comes front)
These steps help create the depth. The first step allows the images to overlap, that is, collision only happens when the vertical projections collide. The first step can easily be arranged in TGB. The second and the third step sorts the images in correct layer order so that an object which is put to be at the back can be partially or fully blocked by the objects in the front. Second step can be set by setsortpoint(x,y). However, there is a problem with the third step which is TGB has only 32 (integer) layers and this number is definitely not enough to create an isometric world. I do not see a reason why TGB limits the number of layers to 32. Flexibility in number of layers would not hurt anybody.
Some other suggestions are:
i- An option to have isometric grids and isometric tile layers would be handy.
ii- Back/Forward option in scene object tab works only for the selected image. An option to sort all of the objects in the scene view at the same time according to their y coordinates could be extremely helpful in creating and editing an isometric world level holding lots of objects.
1- Set collision polygon of every image to be the vertical projection of the image.
2- Set origin of every image to be the center of the vertical projection of the image.
3- Set layer of every image to be -y. (as y increase, layer decrease, object comes front)
These steps help create the depth. The first step allows the images to overlap, that is, collision only happens when the vertical projections collide. The first step can easily be arranged in TGB. The second and the third step sorts the images in correct layer order so that an object which is put to be at the back can be partially or fully blocked by the objects in the front. Second step can be set by setsortpoint(x,y). However, there is a problem with the third step which is TGB has only 32 (integer) layers and this number is definitely not enough to create an isometric world. I do not see a reason why TGB limits the number of layers to 32. Flexibility in number of layers would not hurt anybody.
Some other suggestions are:
i- An option to have isometric grids and isometric tile layers would be handy.
ii- Back/Forward option in scene object tab works only for the selected image. An option to sort all of the objects in the scene view at the same time according to their y coordinates could be extremely helpful in creating and editing an isometric world level holding lots of objects.
#2
06/29/2007 (10:46 am)
TGB is cool. Ok, layer management has the option to sort the objects according to the coordianates. And this works also in the game play not only in the scene view. This solves 3 and ii. Thanks. But I still keep suggestion i.
#3
www.garagegames.com/my/home/view.profile.php?qid=49241
06/29/2007 (11:12 am)
I think that i) is being worked on as an add-on pack by a third party. Look at this guys .plans :www.garagegames.com/my/home/view.profile.php?qid=49241
Torque Owner Dan Maruschak