Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 16th Feb 2019 22:46
It's interesting how little you need to make what appears to be a complex scene

Attachments

Login to view attachments
puzzler2018
User Banned
Posted: 16th Feb 2019 22:53 Edited at: 16th Feb 2019 22:55
One step at a time bud - im only 2 Days old to ISOs
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 16th Feb 2019 23:25
from what I understand its still the same open licencing where you may use any of his media but not sell it in packs or otherwise
fubar
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 16th Feb 2019 23:29
Have you guys looked at the 3D option. Using SetCameraFOV() for an isometric projection.
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 16th Feb 2019 23:33
Quote: "Have you guys looked at the 3D option. Using SetCameraFOV() for an isometric projection. "

I haven't but was thinking using viewoffset I think its called
fubar
puzzler2018
User Banned
Posted: 16th Feb 2019 23:34 Edited at: 16th Feb 2019 23:35
i started with 3D at first and trying to change vertex edges.. But didnt want to waste Kennys

I can do a 3D version tomorrow to see whats like if want

Populous gets a decent upgrade LOL
Tier 1 Developer
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 16th Feb 2019 23:44
The thing is, if you SetCameraFOV() to zero, you don't have to change anything. you just treat it like a normal 3D scene and the FOV renders it in ISO
puzzler2018
User Banned
Posted: 16th Feb 2019 23:57 Edited at: 16th Feb 2019 23:57
Anyone remember this I did



I thought it may come in handy one day
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 00:00
Oh yes I remember that, when there was talk about rides etc
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 00:04
cool - we can adapt this to this... but must sleep now
Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 12:03 Edited at: 17th Feb 2019 12:24
Yes - I think 3D would be a better way to go... Those darrrnnnn sprites



Press the cursor up and down and WASD to look around

EDIT just noticed that this isnt the correct method - the vertexes on the surrounding cubes requires their heights to be leveled with the cube thats going up and down.

Which will take me some time to figure those out

So will catch up later on this eve with an update
Tier 1 Developer
janbo
15
Years of Service
User Offline
Joined: 10th Nov 2008
Location: Germany
Posted: 17th Feb 2019 13:14 Edited at: 17th Feb 2019 13:19
Can you explain the problem cause I don't get it
But I made an isometric tile thingy for kenneys a few years ago.
I calculated the position by:

The Height by:

The Screen to Tile position by:

And I used a 2D grid but I think a 3D grid would fit better to save the sprite ID's n attributes.

Aaand this is the setup you need to create 3D isometric graphics:
puzzler2018
User Banned
Posted: 17th Feb 2019 13:27
I dont get it either and probably never will, im still learning Janbo - 3 Days and counting on ISOmetrics..

Ill carry on with the 3D version for today to increase and decrease the heights - i have done 5 hours work on it already - so will be a wasting my time if i didnt carry on with the 3D version.

Im sure your ISO codes work really well and bet you spent days or even maybe weeks to get it right..



Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 13:35
OK, now here it is



Press Space to pick a random position

UP and down to low and raise that position


Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 15:49 Edited at: 17th Feb 2019 15:51
Figured out all the vertexes now

Press UP and Down to change heights
Press enter to rotate
Press space to change position - you will need to set the #constant SizeX and SizeZ to a bigger size



Time to get things ready for work tomorrow (big meeting) and chill now

Tier 1 Developer

Attachments

Login to view attachments
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 15:52 Edited at: 17th Feb 2019 15:54
Looks great I thought ide have a go at working out what jambo was explaining
If you use the images from my latest upload and this code you have a moving map that don't wrap atm
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 15:59
Excellent - be good to see what come up with

Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 16:04
Dammm - that looks pretty impressive Fubarpk - well achevied
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 16:07
thanks I think if I use SetIsometricHeight(TileX,TileY,Height) whenever I change the tile images
I wont have to do the modifications I have been to kenneys images
fubar
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 16:51 Edited at: 17th Feb 2019 16:52
you are a Genius Jambo thanks those functions are awesome

Now if you use any of Kenneys isometric tiles in A set it works. Or you could use the zip file I just uploaded as that has changed
The zip file went from 420kb to 110kb just by now using cropped images instead of my make do way before lol



now just need to get wrapping worked out again lol
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 16:59
Cool- yes indeed Janbo is ansbolute astonishing programmer with years of experience. Im happy we got something now.. Thanks Janbo

Sneak peek of the 3D version using the title frame


Tier 1 Developer

Attachments

Login to view attachments
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 17:52 Edited at: 17th Feb 2019 17:57
that looks Awesome puzzler and still probably the best way to go

Quote: "Cool- yes indeed Janbo is absolute astonishing programmer with years of experience. "

I agree not to take anything from all the amazing stuff you create he just had a very simple solution to the problem I had with the images not lining up
my solution worked but wasted storage space

im only using this atm SetIsometricHeight(x,y,1) altho the GetIsometricX(x,y,width) and GetIsometricX(x,y,height) is very handy for displaying isometrically
its not needed with using a frame

not sure what this is about




It don't look much different and I guess its not except that the images have been cropped

source http://users.tpg.com.au/subarpk/Populous.zip

PS dang me and the keyboard I keep bumping a key before finishing typing and it submits
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 18:53
That looks pretty epic and coming together nicely

Can have a go at my version now - i think i am happy with it.

Left Click and hold on a block to raise and

Right Click and hold on a block to lower and

Keep hold of space bar while moving mouse will move camera around

Enjoy! - going to get some rest now



Catch up tomorrow
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 19:10
I like that

It raises and lowers terrain very well

just need to check if out of bounds
but a very good terrain style editing


Ive been playing with kenneys other isometric images without modifying them like I first was

The beauty of 3D verses isometric should be easy enough to place an object such as building etc on the land and
without the drawing order being a problem with wrap around maps. 3D also has the advantage of sending models
in pieces everywhere not so sure my 2D version has the same appeal

Get Some rest !! Tomorrows another Day
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 19:38
Thanks Fubarpk - impressed myself there too...

Your doing great too, we shall have to have another look at Kennys models as well - even make some use of Blin0Ks conversion kit..

Cheers Blin0K

Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 19:38
you could just add

to the beginning of change of changeverts function and then it shouldn't ever error
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 19:43
Awesome tip - Thanks

The next few days I will be concentrating on multi-textural cube again - so that have a grass top - grass and dirt sides.

Is Minecraft becoming famiiar LOL

I suppose this is a premise of all 3D games structure to be honest - thats why we keep programming the same thing for every game.
.
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 19:57 Edited at: 17th Feb 2019 20:06
correction my previous thoughts to the changevert didn't account for the moving of blocks you do
so forget that and change the rawmouse states to

that way the edge blocks don't keep raising to the sky

Edited also stopped it from lowering beyond zero
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 20:14
Cheers bud - your a star!!

I have updated the first post btw..

It was a bit poignant childish what i had written before.
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 20:33 Edited at: 17th Feb 2019 20:44
No probs

I just thought of a variation to the right clicking


the middle button as an example of what could happen if a bomb hit the map at that spot needs work but I think something like that could be good
if using tanks etc in the game. Would need to use textures in stead of colours but I think you will get the idea

fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 20:38 Edited at: 17th Feb 2019 20:47
Excellent - that code looks to me like its decreasing the heights of the map - good man!!!

Here is a set of 3D objects that could use https://www.kenney.nl/assets/isometric-dungeon-tiles



Ill have a gander for others which maybe more appropriate

I will also need to do a bit of research on the gods and enemies theory of the game as to when we get to that part - as all the chap on the videos is just making the suface a flat surface.. Is it about protection of our people property and taking ownership of the land?
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 21:03 Edited at: 17th Feb 2019 21:08
Edited the above decreasing using looping wasn't the best method so it just subtracts 10 from the values now

The main issue I foresee is if the objects that make up the map need to be physics bodies there is quite a distinct
limit. Depends on number of objects in game I guess or would have to convert all the objects of the map into one
object which kinda takes us back a few steps with the terrain editing because the vertices would all be out. Which
is a bummer if have to do that as its working so nicely now.

but with that said i think we need to use the physics with AppGameKit for missiles and bombs etc if there is going to be planes
tanks etc. The other advantage of physics should help with objects being moved around but not neccessary

Quote: "Best Get Some rest must be late there !!"


if the map isnt too large the physics bodies wont be a problem and perhaps use wrapping map movement. which
should work well for populous as i cant remember the maps being overly large. Just need to do some tests

Edited I just tested the current map as static physics bodies and it works well
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 21:10 Edited at: 17th Feb 2019 21:12
Already thought about it

What can do is

- Make a world size of say 1000 x 1000 with varients of heights

- Make a minecraft style viewing only of a size of 8 x 0 x 8 (for speed of rebuilding) grid and a rolling map wihich works with the 1000x1000 map depends where we are on the map

- Convert to a proper big mesh (like minecraft) and because is a 8x8 only then speed wont be an issue of when rebuilding the meshes

That problem little will be solved - promise

Night bud!!
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Feb 2019 21:12
The code so far with physics (now dynamic objects will be able to interact )
fubar
puzzler2018
User Banned
Posted: 17th Feb 2019 21:18 Edited at: 17th Feb 2019 21:20
I cannot see anything happening with that bit of code - but maybe when other objects interact with the land maybe

Also maybe convert to planes instead of boxes - but wlll need to revisit the vertexes - shouldnt be too much of an issue

Also dynamically changing textures on the planes according to the height levels

Lots to thnk about there
Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 21:23
Ill attempt the rolling map next weekend cause that will be a tough one and will need a bit of time to think about it

Texturing tomorrow/tues and wed nights
Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 21:33
Like this perhaps

if flat surface and height=0 (ground level) then plane=dirtimage or maybe water
if sloping then plane=dirtimage and grass together
if flat and heighest height then plane=grass

Must stop my brain now

Love this though!!!!
Tier 1 Developer
puzzler2018
User Banned
Posted: 17th Feb 2019 21:48 Edited at: 17th Feb 2019 21:53
NICE!!!!



Thought my texture code would do wonders eventually



Tier 1 Developer

Attachments

Login to view attachments
puzzler2018
User Banned
Posted: 17th Feb 2019 22:50
Reaching out to all thats viewing - 2D or 3D??

Tier 1 Developer
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 17th Feb 2019 22:57
Actually it's quite interesting to see them both progress
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 18th Feb 2019 01:13 Edited at: 18th Feb 2019 05:54
Quote: "Thought my texture code would do wonders eventually"

yes that texture routine is def awesome

I modified your code for the grid effect and improved the middle mouse routine

Changed this


and changed this


finally changed this

Complete source with all changes


I kinda want to drop bombs at it

I think with the terrain being able to be formed in real time means something like this could be created
Scorched3D

Allowing land fill bombs destructing land along with a variety of other bombs, it wouldn't have to be a large map either
and doesn't necessarily need the sea very much in the reach of what we know
fubar
puzzler2018
User Banned
Posted: 18th Feb 2019 07:27
Thanks and cannot wait to try these snippets tonight - that game looks great too.

We can indeed allow bombs hit land too, shouldn't be difficult now got heights on elevation working - just need texturing to make it feel realistic on each of the faces

Looking forward to working on it more later
Tier 1 Developer
janbo
15
Years of Service
User Offline
Joined: 10th Nov 2008
Location: Germany
Posted: 18th Feb 2019 11:26 Edited at: 18th Feb 2019 11:27
Quote: "thanks those functions are awesome"

You are all Welcome

@fubarpk: The screen to tile position bit takes the pointer position (I think you need to convert it to world position before) and gives you the tiles x and z Index of the Grid array.
So you click on a tile, get the ID's and retrive the Tile from the 2D Array.
You could navigate a player to a specific tile by clicking anywhere on the tile.
puzzler2018
User Banned
Posted: 18th Feb 2019 17:25
Now that is impressively miles better - Thanks - awesome ammendments



Tier 1 Developer
EdzUp
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 18th Feb 2019 17:29
We could make a nice Powermonger game with 3d iso stuff
-EdzUp
puzzler2018
User Banned
Posted: 18th Feb 2019 17:29 Edited at: 18th Feb 2019 17:30
I dont have a middle button so i have mapped it to a different key and saw the explosion effect

WOW!!!

Nice thought EdzUP - we certainly could
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 18th Feb 2019 18:08
Quote: "Now that is impressively miles better - Thanks - awesome amendments"

Thanks, I think, thinking back to populous that map is plenty big enough too, perhaps the blocks need scaling down
fubar
puzzler2018
User Banned
Posted: 18th Feb 2019 18:13
ok cool... if we add scale then maybe bestter with a constant and few adjustments in the code




Tier 1 Developer
puzzler2018
User Banned
Posted: 18th Feb 2019 18:25
Bear with me - im going to make map 9 x 9 and put some white cylinders on the perimeter and change the rotation and position of the camera to make it look and feel like Popuous

Wont be too long
Tier 1 Developer
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 18th Feb 2019 18:38
cool its a pity that agk doesn't have camera views like DBPro and Dark GDK because that would make placing
a total map view up the top left of screen somewhere easier. Still achievable but have to do screen renders
fubar

Login to post a reply

Server time is: 2024-05-05 07:08:06
Your offset time is: 2024-05-05 07:08:06