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RedHades



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23rd March, 2006 at 04:11:35 -

I don't remember which one, but I think their's a loop extension that can run a loop accross multiple MMF tics, and thus update the loading bar with time.

Oh and BTW, my isometric 3D collision is working great, for now. Because it's doing alot of excess loops and I might need to optimize it. But I dont want to complicate it or brake it.

It looks stupid without the layer sorting. So I'm placing my brain on that matter now.
I might have an idea for it to work with larger active objects that contain multiple collision cells.

Image Edited by the Author.

 
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Robbert



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  19/06/2003
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23rd March, 2006 at 09:46:06 -

Ah I'll have a look at that extension then

 
Hey mates, I'm Iglo yeah =P!

Robbert



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23rd March, 2006 at 10:11:19 -

Hmmm do you know what that extension is called? I see 9 different ones:

- Custom Object
- Fast Function Object
- Fast Loop
- Function Loop Object
- Global Function Object
- Looper
- Power Function
- Switch Object
- While Object

 
Hey mates, I'm Iglo yeah =P!

Robbert



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26th March, 2006 at 21:38:03 -

http://home.wanadoo.nl/tonbreij/rts_screen01.JPG

This is my second idea. If the loading of the environment takes so long with multiple Z-layers, I could replace that reals Z-height for visual tricks like you see on the screenshot. Do you think that is a good solution?

 
Hey mates, I'm Iglo yeah =P!

RedHades



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27th March, 2006 at 00:54:08 -

I'm not sure that I get it, but you can try it and let me know how it goes.
Often when I want to try a new process, I build it another cca file to see how it work. Then if all goes well, I bring it back into the actual project cca.

 
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Robbert



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27th March, 2006 at 17:06:48 -

Well... look at the edges of the pool. You'll see that it looks like the water is one level below the grass level. But this is not done by real Z-stacking, but with "visual tricks". I mean the grid that you see over the water are the actual tiles that are placed.

So it's not like grass-Z is 2, water-Z is 1... but it's pure visual.

 
Hey mates, I'm Iglo yeah =P!

RedHades



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28th March, 2006 at 02:35:59 -

It should be just fine as long as you make sure that no character can walk on those tiles, cuz it will silly.

 
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RedHades



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4th April, 2006 at 01:19:39 -

Big update; my isometric prototype is done and working very well.
http://www3.sympatico.ca/pysavard/MMF/IsoPrototype_03-04-2006.zip
- The movements are smooth in any directions. (W,S,A,D,Space)
- The 3D collision is pixel-perfect.
- The layer sorting process is optimised and giving great results. You can move around, over and under objects.

Next, I want to rework the movement and collision loop to minimise the number of loops.
Then I'll replace all those many small cubes with fewer and larger active objects.
I'll also add support for multiple moving objects.

I forgot to mention the extensions: Isometric Grid 2, Value Finder and Leyer Object

Image Edited by the Author.

 
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ben mercer

Possibly Insane

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  11/07/2004
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11th April, 2006 at 09:00:49 -

To make isometric movement I find that it is best to let the X and Y position of each object be controlled by an alt value.

So X = Value A
Y = Value B / Isometricity

The higher the isometricity value, the more the Y axis will be squashed. You can also achieve the same using X and Y velocities.

 
Stuckboy

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