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The Racks - An Isometric Attempt

Bhoopalan

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  • Posts: 981
Hey there!!

Developers like Merrek does mind blowing Isometric works in Stencyl. I may not be able to create such magic now. But this is just my attempt in going Isometric.

The Racks

It's an isometric runner. There are three racks. You can smash them and jump between them (For computer: Up & Down arrow. Planned 'Swipe' control for Mobile). 

1 >> I'm pretty much done with smashing and jumping. However, the feel of hero running 'on' the rack isn't satisfactory. It's as if he is floating in air. I'm considering adding shadow effect (Which could complicate a lot considering the mechanism).

2 >> I need to control the jumping speed. It's a bit slower. I'm using the built-in push block. I use the force 65. If I increase it, hero goes far high and returns. I don't want that but hero to just jump quickly. I tried the physics extension by merrek but I can't run it.

Once done with that, most other works are pretty simpler. Need to introduce enemies, spikes, powerups, coins & upgrades. Will shoot it ASAP. If this works out well, I might need Stencylers support for kickstarter. Short of subscription fee.

Please let me know of any feedback regarding the basic mechanism:

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Update as of April 30, 2017:
Introduced enemy. Dodge and survive. When enemy is hit, the hero actor is killed. Press Enter to restart. Hopefully the collisions are appropriate for Isomerism.
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Update as of May 1, 2017:
Replaced Hero cube with a dog.

<a href="http://static.stencyl.com/games/36726-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/36726-0.swf</a>

« Last Edit: April 30, 2017, 11:26:09 pm by Bhoopalan »
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merrak

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  • Posts: 1490
This looks pretty neat so far  8) I was able to bounce around a bit. I can imagine a lot of potential for platforming.

So, I think the shadow might be worth the effort. It might be less important for your game than mine, since it's more "1.5D" than "2.5D", but I got a lot of comments about how hard platforming was without the shadow to help the player see where they are in relation to the floor.

It also looks like you might have a z-ordering problem. I tried to get a screenshot, but couldn't move fast enough. So I drew it from memory and attached it. My eyes might be playing tricks on me, too... but it looks like the same problem I had picking the right point to refer to when determining an actor's position.

Bhoopalan

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  • Posts: 981
Thank you so much for the reply, Merrek. 1.5D sounds totally strange ;)

I indeed have this z-ordering issue. Each Rack is in different layer. I move the hero actor between layers so that it stays between the intended two racks. When the player jumps up and collides with a Rack, the hero actor is sent a layer above. This isn't completely convincing. Also, Particle effect would be good when the player hits the rack. As a solution for both, I've uploaded a new file. This hides the z dimension ;) Could this be proper manipulation? Please check it out.
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merrak

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I find the particle effect to be very distracting. I don't think it's an effective way to resolve the issue.

I think part of the issue is due to a physical anomaly. Consider when the hero is falling and is halfway between two levels. If the hero hits the side of a block, it doesn't smash through it. Rather, it floats through it. In a game like "Runner 2", when the player runs into the side of a block, they die. But you could also have the block smash and that would prevent the z-order problem just as well.

Bhoopalan

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  • Posts: 981
I found the particle effect to be distracting as well. Removed it and implemented the 'smashing' when hero hits side of a block. This works pretty neat. But still doesn't it look unnatural without any effect when hero cube smashes the block?? The next thing that keeps bothering me is the jump speed. I'm testing that also.
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mdotedot

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Good Start!

In the original post you mention

Once done with that, most other works are pretty simpler. Need to introduce enemies, spikes, powerups, coins & upgrades. Will shoot it ASAP. If this works out well, I might need Stencylers support for kickstarter. Short of subscription

My guess is that introducing those things will not be simpler. When you jump or fall down for instance you need to adjust for collisions.

Different views like isometric and 3D kind of work well in a 2D engine visually, but collision detection (Box2D) isn't aware of these new visual things.

Hope you manage it since I like the mechanic!
Best regards from
M.E.
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Bhoopalan

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  • Posts: 981
Once done with that, most other works are pretty simpler. Need to introduce enemies, spikes, powerups, coins & upgrades. Will shoot it ASAP. If this works out well, I might need Stencylers support for kickstarter. Short of subscription

My guess is that introducing those things will not be simpler. When you jump or fall down for instance you need to adjust for collisions.


Thanks for checking out, mdotedot. I indeed gave a thought about the collision detection before even starting this project. Because I realized that's were things could get difficult. But as I imagined and researched further, it appears not so difficult (Because it's more like 1.5D as Merrek pointed out). Will update within 10 hours with enemies if it goes well.
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Bhoopalan

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Update as of April 30, 2017:
Introduced enemy. Dodge and survive. When enemy is hit, the hero actor is killed. Press Enter to restart. Hopefully the collisions are appropriate for Isomerism. Please share your feedback.
If I helped you at anytime, help me back build my twitter followers :)
https://twitter.com/imbhoopalan

merrak

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Looking better! I like how the enemy falls with you if you crash through the floor below it. I tried to break the z-ordering and wasn't able to, so that's a good sign ;)

Bhoopalan

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  • Posts: 981
Looking better! I like how the enemy falls with you if you crash through the floor below it.

Thanks. That's part of the strategy. Player would earn Jems if he/she pushes the enemy down yet survive.
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VoidShard

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Good work so far, I like it!
Your double / triple / super jump feature is hilarious. Except that you never know where you come back down.
Maybe add a time score, and make the game speed up with time?

Bhoopalan

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  • Posts: 981
Good work so far, I like it!
Your double / triple / super jump feature is hilarious. Except that you never know where you come back down.
Maybe add a time score, and make the game speed up with time?
Thanks for the feedback. Speeding with time is definitely in idea. Jump mechanism is supposed to be changed (Will be changed shortly). I prefer 'The pit' game like jump.
Included Dog instead of hero cube.
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