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FPSC Classic Product Chat / Isometric view

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Radgravity
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Posted: 8th Jun 2012 13:55
As I can't get the scale right with FPSC, I've decided to make a different game..

Can I build an Isometric game in FPSC? Or is there something else I should be using that'd make it easier?

//
Radgravity
AMF Productions Founder
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Posted: 8th Jun 2012 14:18
I believe the RPG Mod by F L A T L A N D E R kind of as an isometric view script. Search is below. 3rd person, and if I'm not mistaken streetview/isometric view is also in Project Blue, but PB cost's $30.00.

I will keep looking for you though. Welcome to the TGC forums.

, AMF Productions

CHECK OUT MY SCIFI PACK: http://forum.thegamecreators.com/?m=forum_view&t=194764&b=24

Radgravity
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Posted: 8th Jun 2012 14:52
Thanks

//
Radgravity
maho76
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Posted: 8th Jun 2012 15:06
you can do this with v119 and later v120, but anyone worked with it comes into collision-problem troubles atm. so i would stay close to v119 and wait for v120 to do this vanilla.

raymondlee306
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Posted: 8th Jun 2012 17:09 Edited at: 8th Jun 2012 17:10
Just to give you a heads up. The scale is real world 1"=1" (one to one). This is what you want to set your modeling software to. If a table is 36" high in real life it will be 36" high in FPSC.

As far as your question about isometric, If it's not a first person game, and if your not great at scripting, you might struggle to make it in FPSC. You should look into the Dark Game Studio.
Errant AI
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Posted: 8th Jun 2012 18:03 Edited at: 8th Jun 2012 18:04
Quote: "The scale is real world 1"=1" (one to one). This is what you want to set your modeling software to. If a table is 36" high in real life it will be 36" high in FPSC."


Yes and no. While that is the correct numeric scale, it is not the correct perceived scale because characters are scaled down and because of the player camera height. If you want to give the impression of the player being 6 feet tall at default camera height, a built-to-scale 6 foot NPC should be scaled no larger than 90% in FPE. If the character is 100%, the player eye level will be at the character's neck when standing close. Likewise, the default NPC scale is 80% which makes them look like they're 5 feet tall (if the player is supposed to be 6).

With that in mind, for scenery entities to look correct they should also be about 90% of actual size. Otherwise you end up with huge looking toilets, high counter-tops and whatnot. The biggest problem is with doors because the player collision is like a dumptruck. (We will never have realistic size doors that the player can pass through unless we suspend reality and accept that interior doors will look like exterior/commercial doors. Player camera FOV also plays tricks on the eye because although standard segment ceilings are nearly 10 feet high, they feel like 7 or 8 feet in-game.
Radgravity
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Posted: 10th Jun 2012 23:00
I mapped out my house by meters and in FPSC it was about 15x larger than it is.. So I mapped it out by door size and it was still larger than it is, plus I have a lot of walls FPSC would see as 1/4 or 1/2 sized which doesn't help..

I have DGS, and was sold it as being like FPSC, and I was sold FPSC as being like Cartography Shop in terms of design control.

There are countless game designs knocking around in my brain, but every time I buy a program to make them they are either far too complicated or far less versatile as I am being told they are, so don't want to buy anything else to go through with the ideas as nothing has a demo download which MAY be useful.

//
Radgravity
rolfy
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Posted: 10th Jun 2012 23:34 Edited at: 11th Jun 2012 03:52
Quote: "Player camera FOV also plays tricks on the eye because although standard segment ceilings are nearly 10 feet high, they feel like 7 or 8 feet in-game. "

Segment walls are 100"x100" when you take into account that with floors and ceilings being 3" high and they sit within the 100" that makes the ceiling 7'10" high. So that actually sounds about right.
Quote: "The biggest problem is with doors because the player collision is like a dumptruck. (We will never have realistic size doors that the player can pass through unless we suspend reality and accept that interior doors will look like exterior/commercial doors"

The easiest way around this is to make the door smaller and add a small frame around it and surrounded by the usual static door frame, the player will pass through no problem. Of course this requires the user to have a minimal understanding of modeling but its a quick and dirty resolution.

Quote: "
I mapped out my house by meters and in FPSC it was about 15x larger than it is"

I find that hard to believe myself, never seen such an extreme scaling issue. Sounds like your math or scale is off rather than a fault with FPSC.

Awesome! Its one of those threads.
Errant AI
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Posted: 11th Jun 2012 12:28
Quote: "The easiest way around this is to make the door smaller and add a small frame around it and surrounded by the usual static door frame, the player will pass through no problem."


That's an interesting workaround. I'll have to give it a try. Makes sense as the door entity has no collision once open.
rolfy
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Posted: 11th Jun 2012 14:13 Edited at: 11th Jun 2012 15:09
If you didnt want to mess with the door entity and animation you could simply make the additional door frame and add it as a dynamic entity with no collision (the player still wont be able to pass through until door is open as the gap is so small) and simply reduce the door scale in entity .fpe.
This way you could add it to any door, with the appropriate texture applied to each door frame.
I should really have added 'an intermediate knowledge of FPSC'.
I hope I am making sense, sometimes I can be a little long winded

Awesome! Its one of those threads.
Radgravity
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Posted: 14th Jun 2012 04:59
Quote: "I find that hard to believe myself, never seen such an extreme scaling issue. Sounds like your math or scale is off rather than a fault with FPSC."


I measured, tested, it was massive, I asked what the scale was in another thread, adjusted and it was still massive.
Like I say, even going pure by the size of doors it's still way bigger than it is in real life, so if I map out my village like I'd planned it would be on a scale so huge it wouldn't actually fit.. Not that I can use FPSC as it crashes the instant it loads now, even uninstalling and deleting all folders, files and registry enteries after the reinstall it will still crash.

//
Radgravity
Flatlander
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Posted: 14th Jun 2012 10:38
Quote: "I believe the RPG Mod by F L A T L A N D E R kind of as an isometric view script."


Thanks for the plug but I don't even know what an isometric game is.

That's why I had not looked into this thread right away.

No disrespect AMFP.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
The Zombie Killer
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Posted: 14th Jun 2012 12:43
@Flatlander
Think of Project Zomboid, Zombie Shooter or Alien Shooter, they are all isometric view games, isometric is basically topdown, but on a bit of a slant.

-TZK

Nickydude
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Posted: 14th Jun 2012 17:54 Edited at: 14th Jun 2012 17:54
Quote: "Thanks for the plug but I don't even know what an isometric game is"


This view:



I reject your reality and substitute my own...
jmtmew
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Posted: 14th Jun 2012 21:55
Wouldn't a program like RPG Maker, be better suited for this job?

Radgravity
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Posted: 14th Jun 2012 22:35 Edited at: 14th Jun 2012 22:44
I did look in to that, and perhaps if I get bored... But that's a bit too zelda, I am after Res Evil / Silent Hill style.. But as I say FPSC wont open anymore so it's all a little redundant.

//edit//

I considered X-Quad for another game idea, as well as the Shoot'em Up for yet another idea.. But with whats been happening with everything else I've bought, I am very reluctant to hand over more money

//
Radgravity

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