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Thesnidr's Mode 7


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#21 loverock125

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Posted 01 October 2009 - 12:51 PM

Wow i never thought you could do that without using d3d.Very nice job,it looks like the first game "Doom".
Great job again.
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#22 Kyon

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Posted 01 October 2009 - 01:41 PM

sick dude... sick...
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#23 TheSnidr

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Posted 09 October 2009 - 09:11 PM

I have started working on a lite version of the engine, and I need some help from liteusers. As I have upgraded to pro on all my computers, I can't test if it really works on lite myself.

Converting the mode 7 effect will not be possible, but I have managed to make walls and sprites in first person perspective:
Posted Image
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#24 theg721

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Posted 10 October 2009 - 04:56 PM

Just tested the lite version, it works perfectly on lite, but you can walk through things. Good if you're.. My idea now!!
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#25 Atomius

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Posted 10 October 2009 - 11:31 PM

To TheSnidr- thanks for starting on a lite version. As a lite user (i don't mind the upgrade cost i've been having technical issues with softwrap) i'll be glad to give feedback on the lite version

Edit: Just tested it- it works great! Keep up the good work.

Edited by Atomius, 10 October 2009 - 11:34 PM.

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#26 TheSnidr

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Posted 11 October 2009 - 02:08 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 maze :) Can you find the exit (without looking at the map first)?

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Edited by TheSnidr, 11 October 2009 - 02:08 PM.

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#27 theg721

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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 maze :) Can you find the exit (without looking at the map first)?

Posted Image


That's the easiest maze I've ever done! I didn't look at any map and did it in 1 min!
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#28 Atomius

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Posted 11 October 2009 - 09:53 PM

the update works perfectly in lite. this will be interesting to follow. i like the alpha effect on those transparent walls btw- nice touch
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#29 rappybas

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Posted 11 October 2009 - 10:16 PM

Works very nice.
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.

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#30 human_aft3r_all

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Posted 16 October 2009 - 03:24 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?
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#31 human_aft3r_all

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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!
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#32 TheSnidr

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Posted 18 October 2009 - 09:17 AM

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


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.

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#33 human_aft3r_all

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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?
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#34 digidog08

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Posted 30 October 2009 - 07:09 AM

This Engine is very impressive! I was looking for something like Mode7 everywhere and I found your engine. I made it to where it is like the movement and angle seen in Pokemon HGSS and Pokemon DP. Thanks for the great work.
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#35 ramses12

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Posted 06 November 2009 - 06:59 PM

Just one little thing: fps means "first person shooter" and there's no shooting stuff there. It should be called fpv or something.
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#36 TheSnidr

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Posted 07 November 2009 - 09:17 PM

Just one little thing: fps means "first person shooter" and there's no shooting stuff there. It should be called fpv or something.

I know what fps means. My intention was to make a fake 3d fps engine.
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.

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#37 SparkzBolt

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Posted 08 November 2009 - 12:37 AM

Your fake 3D is tbest.
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#38 Dot

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Posted 09 November 2009 - 01:46 PM

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 :

Posted Image

Is it possible?

Thanks
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#39 TheSnidr

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Posted 09 November 2009 - 02:48 PM

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 :

Posted Image

Is it possible?

Thanks

As I said in the first post:

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
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#40 Dot

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Posted 09 November 2009 - 03:26 PM

Ok, I missed this line in the description sorry.
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