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Isometric Constructor


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#1 tpvgames

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Posted 15 October 2009 - 01:47 AM

Isometric Constructor
PRE-BETA 0.1.0

Posted Image


Description: Isometric Constructor is a simple tool created so you can create isometric structures easily, whether you just want a nice outline so you can pixel art it yourself later or you want to texture the structure from a 2D image, isometric constructor is the tool for you (or err will be once it hits stable!).

Current Con's: I'm still working on a few things, for instance right now the Xw Yw (usually the method for setting isometric grid size) are just duplicates of X Y (line lengths). Also some more work is required on the textured functionality! (i need help with one little bit please? read below)

I NEED YOUR HELP!!
If you turn on textured you will see that 2D images are transformed to fit the perspective of the object, you will also notice that the graphic drawn in the little triangle part in the roof is distorted and isnt drawn to correct size, this is because I'm using draw_primitive() and don't know how to set it so it draws the image correctly when I only have 3 points... Can anyone help me with this?

Download!
Please download and try this software, let me know what you think either in here or on the resplace forums!

Isometric Constructor 0.1.0 - Create isometric structures!

Edited by tpvgames, 15 October 2009 - 12:54 PM.

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#2 Porfirio

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Posted 15 October 2009 - 02:53 PM

This is a nice litle application!

With some more work, it can became usefull for drawing isometric buildings.

Theres allot of space to evolve, keep working on it :)
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#3 chaz13

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Posted 15 October 2009 - 03:40 PM

This is really nice, I love the GUI style.
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#4 Spaceoff

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Posted 15 October 2009 - 03:52 PM

This is fantastic, I had no idea you were this determined.
This should hopefully be put to great use.
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#5 serenity4ever

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Posted 15 October 2009 - 09:24 PM

Seems a ok program but is some what limited as to what it can do at this time.

In terms of your problem are you setting the problem point(ie the top one) to

draw_vertex_texture(x,y,0.5,0)
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#6 tpvgames

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Posted 15 October 2009 - 11:13 PM

Seems a ok program but is some what limited as to what it can do at this time.

In terms of your problem are you setting the problem point(ie the top one) to

draw_vertex_texture(x,y,0.5,0)


problem is the top point can be any value since if u turn off the snap thing it can free roam... i made a formula but its not working as expected!
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#7 tpvgames

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Posted 01 December 2009 - 04:01 AM

Sorry to bump but I need some more people to test and give suggestions/comments :) thanksyouuu x
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#8 BottleMail

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Posted 02 December 2009 - 09:58 PM

Wow, it was very good. Looks very professional, almost like a real program! The only difference is that you have the gamemaker icon! Maybe you should change that. :D Other than that it was pretty good, but I didn't quite understand it...
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#9 Floriental

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Posted 02 December 2009 - 11:06 PM

I don't know how this happened-

Posted Image

I started off in the peaked roof option with a texture on it then changed to flat. I dunno if that has to do with the same thing other people are posting about. My wall looked kinda cool though :>

I really like it though.
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#10 tpvgames

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Posted 02 December 2009 - 11:50 PM

I don't know how this happened-

Posted Image

I started off in the peaked roof option with a texture on it then changed to flat. I dunno if that has to do with the same thing other people are posting about. My wall looked kinda cool though :>

I really like it though.


frig me! I love that texture may I have a copy to distribute with the software?

Also thats the problem I have right now, I cannot texture that triangle section correctly and I need some help :D noone has stepped forward to offer help with that yet though... anyone?

seeing that texture working so well has inspired me to continue this project, I was starting to think it was a useless idea :D
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#11 Floriental

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Posted 03 December 2009 - 12:04 AM

Sure ^^

Posted ImagePosted Image

I used the darker one to fake some lighting, these were handy to test it but too big to ever use unless in a background...and too repetitive to use for a background haha. As a wall they look alright though.

I don't think it's a useless project either, it could really make developing isometric games a lot simpler and faster. Maybe more people would be inclined to make them if they can use it too.
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#12 tpvgames

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Posted 17 February 2010 - 01:18 AM

It's been a while now and I'm still stuck with the Vertices problem.

Basically I'm trying to draw a textured primative of just a triangle, this is more complex it seems than when drawing a square since with a square you know the graphics top-tilt, whereas with a triangle you have one point at the top, the point of the triangle.

This is my code so far to draw the triangle graphic. I want the graphic to tilt according to the bottom two points of the triangle (which are positioned to an isometric standard).

texture_draw_triangle:

//Draw textures
//arguments
//0 = texture number

    draw_set_color(c_white)

    //texture 1
    primative1=sprite_get_texture(execute_string("return global.texture"+string(argument0)),0)

    if execute_string("return global.texture"+string(argument0)+"stretch")==1 {
        wdth=1
        hght=1
    } else {
        texture_set_repeat(true)
        //find out pixels per pixel
        topx=argument1
        topy=argument2-(argument2-argument4)
        toplx=argument5
        dif=0-((argument1-argument5))
        toadd=(dif*(argument3-argument5))
        arg5=argument3-(argument1-argument5)
        arg6=argument6-(argument2-argument4)
        wdth=(((topx)-(toplx))/sprite_get_width(execute_string("return global.texture"+string(argument0))))
        hght=(((argument1)-(topy))/sprite_get_height(execute_string("return global.texture"+string(argument0))))
    }
    
    draw_primitive_begin_texture(pr_trianglestrip,prim
ative1)

/*

             2
           / |
       /     |
   /         |
4-----------1

*/

    //x-y 4
    draw_vertex_texture(argument5,argument6,0,hght)
    //x-x 3 //rem for triangle
    //draw_vertex_texture(argument5,argument6,0,0)
    //yy 1
    draw_vertex_texture(argument1,argument2,wdth,hght)
    //y-x 2
    draw_vertex_texture(argument3,argument4,0,0)
    

    draw_primitive_end()
    
    draw_set_color(c_black)
    draw_text(50,50,string(hght))
    draw_text(50,70,string(dif))
    draw_text(50,90,string(toadd))


Draw Event on object:

texture_draw_triangle(3,global.PosBotx,global.PosB
oty-global.sideheight,global.xpos+global.roofx,global.
ypos+global.roofy,global.PosLeftx,global.PosLefty-global.sideheight)


argument variable values shown in screenshot (correct to structure shown):
Posted Image

I hope this helps someone to help me sort out this issue :D
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#13 sub

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Posted 17 February 2010 - 02:17 AM

have u posted question in 3D user forum?
does your program allow exporting of finished work for use in other wip's? ..heh.. sorry if that's a dumb question.. >_<
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#14 tpvgames

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Posted 17 February 2010 - 03:30 AM

have u posted question in 3D user forum?
does your program allow exporting of finished work for use in other wip's? ..heh.. sorry if that's a dumb question.. >_<

No I havnt yet? I will leave it for a few days and if I get nothing here I will post there thanks!!

And right now it does not, only way to do it is to hold alt and press PrtScn. Soon I will work on the export image options. I'm also thinking of maybe having an export code option which will give you the raw images (if using textures) and code to replicate what you see on the screen. Although would this be useful or do people just want GIF/PNG's?
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#15 sub

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Posted 17 February 2010 - 05:10 AM

no worries..
think of it this way.. you're currently making a little 'construction' device [it makes things]
..why limit it to only being able to make [such and such]?

what you're doing is just creating raw data [floating points x,y,z, textures, etc] -- you need a way to dump that data into a text or binary file, and design & give user the scripts to read and interprete [display] that raw data back in their own games.

to make gifs just use sprite_create_from_screen or whatever it is..
^ you could also link it up to a camera system and add transformations & keyframes [advanced! get help for that] to create a powerful rendering system [to make gifs]
and/or
a transformation system like that could also be used to generate [eg] 'walking poses' or 'fighting poses' for the 3D side of things.. [save the x,y,z,xto,yto,zto,speed,current_angle,desired_angl
e,etc]

..i don't know if there is a GM tool like that already? i saw a bare bones system once but was too hard to nav, didn't have any documentation..
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#16 LoopStan

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Posted 17 February 2010 - 05:14 AM

A great little tool you got here! Once you get that verticy stuff fixed then ill start using it :D
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#17 allewille

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Posted 17 February 2010 - 11:20 AM

Wow, that is a really great tool, I hope you will finish this! And I think the first thing that you should work on now is to make it able to export the house :-D
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#18 Aethelwulffe

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Posted 16 March 2010 - 03:46 PM

I currently use World creator to make items like walls and such. I much prefer the vertex approach to the mask approach used in the Lite version of World Creator.
Admittedly, a 3d program can do most anything you are headed for here (such as Anim8or), but if you specifically manage it to export for iso games, it could be a real nice addition. If you are shooting for a house as the first completed structure, you might make sure your program can handle eaves, so that the buildings look more realistic.
Use fo the "draw_tile_stretched" function in a nice includable script or GML extension for making left and right iso walls, masked iso floor tiles, fuzzy-edged iso floor tiles (edges that blend), iso-tile background tiling, and especially angled roofs would all be indirect ways of achieving this same effect. having the GUI that could "try them out" first without having to wait two minutes to compile and load a 25meg game every time you want to see your handiwork would be even better!
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#19 sub

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Posted 16 March 2010 - 06:20 PM

there's a few people in 3D forum can help with this (if they have time) it's a good enough design tool.
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#20 Leowolf

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Posted 16 March 2010 - 06:31 PM

Hello there!

First of all, very nice application it is definitely going to be a time saver when it is fully developed. I understand it is in pre-beta so there is a lot of room to grow and it is the right time to consider and test the implementation of stuff before going to a next step. Here I will post a few suggestions, not with the intention of putting you down, but hopefully to give you a few hints on what to polish before entering beta.

Some things to look out for:
Posted Image
-When you check the textures (pretty cool) you will notice that the diagram shows the number 4 on the top triangle of the front wall of the house, but if you look at the actual menu, you will see that button #4 is not available to click, instead it is #3 that works and holds the texture for that triangle. So you should change the diagram.
Posted Image
-Before adding any new features, while you are in the debugging phase, you should make sure that the menu is always on top of the environment you are working in. Also the view of the wire frame should be restrained to the working space, so the user can't drag it bellow the menu or above the edge of the window.

A few suggestions:
- Since there are no instructions on how to operate the application yet, you should include a brief explanation of the menu in the help file of the application (F1). Also you could add a button on the menu to display the help file later on.
- Alternatively, you could display icons on the four main vertexes to remind the user of the action that will take place if they grab and move that vertex.
Posted Image

I hope you keep working on it. I will check again when you get the next version up. Keep up the good work.


-Leowolf-

Edited by Leowolf, 19 April 2010 - 11:22 PM.

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