Thesnidr's Mode 7
#21
Posted 01 October 2009 - 12:51 PM
Great job again.
#22
Posted 01 October 2009 - 01:41 PM
#23
Posted 09 October 2009 - 09:11 PM
Converting the mode 7 effect will not be possible, but I have managed to make walls and sprites in first person perspective:
#24
Posted 10 October 2009 - 04:56 PM
#25
Posted 10 October 2009 - 11:31 PM
Edit: Just tested it- it works great! Keep up the good work.
Edited by Atomius, 10 October 2009 - 11:34 PM.
#26
Posted 11 October 2009 - 02:08 PM
I've uploaded a new version with a couple of more functions that needs testing. You can now use a sprite as floor (it will be static however, not like mode 7).
I've also made a slightly harder maze
Edited by TheSnidr, 11 October 2009 - 02:08 PM.
#27
Posted 11 October 2009 - 03:22 PM
Thanks for testing.
I've uploaded a new version with a couple of more functions that needs testing. You can now use a sprite as floor (it will be static however, not like mode 7).
I've also made a slightly harder mazeCan you find the exit (without looking at the map first)?
That's the easiest maze I've ever done! I didn't look at any map and did it in 1 min!
#28
Posted 11 October 2009 - 09:53 PM
#29
Posted 11 October 2009 - 10:16 PM
Love it!
Although in real Game Maker 3D the Z positive means higher,
in your engine it means lower.
And when the Z is lower than the ground, the depth will look silly, but that's just a little thing,
still love it!
"I love it, but wait, I am a pro user."
Edited by rappybas, 11 October 2009 - 10:17 PM.
#30
Posted 16 October 2009 - 03:24 AM
All I want to do is keep a static camera (like in w3d) but angle it slightly to give a better illusion of 3d when using sprites.
I noticed that this was done in Pokemon (DS version) when my roomate played it. It works surprisingly well.
is this feasable, and if so, how can I go about it?
#31
Posted 17 October 2009 - 12:48 AM
Is it possible to use this in conjunction with w3d?
All I want to do is keep a static camera (like in w3d) but angle it slightly to give a better illusion of 3d when using sprites.
I noticed that this was done in Pokemon (DS version) when my roomate played it. It works surprisingly well.
is this feasable, and if so, how can I go about it?
well I guess not!
#32
Posted 18 October 2009 - 09:17 AM
Even though they are based on the same engine, they do not work with each other well. The main reason is that the z and y axises are switched in this engine.
However, you can "angle" the camera in w3D. I say "angle", because it doesn't really angle the camera, but it kind of tilts everything slightly, making it look angled. The ground will, however, remain flat.
In the w3D engine, find the script called "w3d_get_ver". Add 0.5 to the formula there (like this: "return 0.5+(-(something))")
Increase or decrease the number based on how angled you want the view to be
Edit, to the post below:
I have started working on a way to shape the screen so the ground, too, looks 3d. Give me a few days, I'll tell you if I manage to do it. In the meantime, I have no better advice.
Edited by TheSnidr, 20 October 2009 - 10:22 AM.
#33
Posted 18 October 2009 - 11:08 PM
Ah, sorry for late answer, didn't have a stable connection to internet the last couple of days.
Even though they are based on the same engine, they do not work with each other well. The main reason is that the z and y axises are switched in this engine.
However, you can "angle" the camera in w3D. I say "angle", because it doesn't really angle the camera, but it kind of tilts everything slightly, making it look angled. The ground will, however, remain flat.
In the w3D engine, find the script called "w3d_get_ver". Add 0.5 to the formula there (like this: "return 0.5+(-(something))")
Increase or decrease the number based on how angled you want the view to be
oh wow, thanks so much! I honestly didn't expect an answer, great to see someone caring so much about people who use their work.
I guess I could employ that and use some script to "warp" the ground to be wider on the bottom than the top... Would that be practical? Any ideas on how I would get started?
#34
Posted 30 October 2009 - 07:09 AM
#35
Posted 06 November 2009 - 06:59 PM
#36
Posted 07 November 2009 - 09:17 PM
I know what fps means. My intention was to make a fake 3d fps engine.Just one little thing: fps means "first person shooter" and there's no shooting stuff there. It should be called fpv or something.
Then i found an efficient way of simulating mode 7 with the engine, and now it's mostly a mode 7 engine with the possibility to make fps.
As I know of no way to change the name of the file without uploading a new one, I will not change it: I like bragging about the number of downloads
Edited by TheSnidr, 07 November 2009 - 09:18 PM.
#37
Posted 08 November 2009 - 12:37 AM
#38
Posted 09 November 2009 - 01:46 PM
One question, how the camera angle is defined ?
By angle I mean looking up and down.
The tilt var seems more like a zoom than a real angle value, or maybe an other parameter is needed to complete the effect ?
Because I can't get a straight down view like in the picture below :

Is it possible?
Thanks
#39
Posted 09 November 2009 - 02:48 PM
As I said in the first post:Your engine is realy great, thanks for sharing.
One question, how the camera angle is defined ?
By angle I mean looking up and down.
The tilt var seems more like a zoom than a real angle value, or maybe an other parameter is needed to complete the effect ?
Because I can't get a straight down view like in the picture below :
Is it possible?
Thanks
Important things when making games with this engine:
Never make view_xview[0] and view_yview[0] move. They should always be 0
You can not look up and down. You can stretch the view, making a good illusion of looking up and down, but only to a certain degree.
I have made another fake 3d engine called wannabe 3d (w3D) though, that is topdown only.
I have yet to make a mix of the two, sorry
#40
Posted 09 November 2009 - 03:26 PM
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