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Isometric colision & movement

by Liam Edenkov · in Torque Game Builder · 03/11/2010 (10:41 am) · 1 replies

Hi, I want to buy TGB but before I have some questions for you.

I know TGB can't do isometric tileset yet, also I'm not interested on it.
I'm a 3D artist and I would like to do my iso level in 3D and rendered them in 2D with separates layers for first and other plan and integrated them in TGB.

My question is : Is that possible to make perfect colision in iso perspective and perfect diagonal movement (don't remember angle) for player character.

Thank you.

PS : I'm french, I know my english is far from perfect...

I hope you will understand what I want to say ^^

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#1
03/12/2010 (11:06 am)
Diagonal character movement at isometric angles you can do without a problem, provided you can write a script for it. However, to get the character to appear properly behind an object like a diagonal wall is more challenging. You can set any layer to use Y sorting so that objects farther "back" (higher) on the screen appear behind those that are "closer" (lower). This will support an isometric game where walls run at 90 degree angles up/down/left/right. It does this by comparing the position of your character's sort point with the object, drawing the character behind if the character's sort point is higher than the wall's.


But there's no provision for sorting for 45 degree angle walls. Using the method described above your character would pop behind or in front of the wall at different points based on where the two sort points were in relation to each other.

I haven't done this but what you could possibly do is sort manually, either doing math in script to mimic a "sort line" or possibly using triggers or character position to draw parts of the level (such as a nearby wall) over the player based on where their character was standing.