3/4 top down perspective
by James Petruzzi · in Torque Game Builder · 03/14/2006 (9:35 pm) · 29 replies
I've been searching the forums, resources, and TDN all night to find information on rendering scenes in a top down perspective like zelda. I've seen a few posts from the summer and before that have given me a general idea of what needs to be done, but i can't seem to put it all together.
From what i gathered, each object on the screen would first have to be put into a SimSet or SimGroup (i have no idea what the difference is) ? My first step was to attempt to find information SimSets. I searched all the documentation given with TGB, TDN, and this site and I can't seem to find anything that actually explains them. if anybody can point me in the direction of reference, it would be greatly appreciated
Next the screen would be scanned and objects lower on the y axis would be rendered..last? i have no idea how that would be done.
i know i can get a kickass game together, but this is quite a huge initial hurdle to get over. anyhow, any information or suggestions would be greatly appreciated at this point. thanks guys!
From what i gathered, each object on the screen would first have to be put into a SimSet or SimGroup (i have no idea what the difference is) ? My first step was to attempt to find information SimSets. I searched all the documentation given with TGB, TDN, and this site and I can't seem to find anything that actually explains them. if anybody can point me in the direction of reference, it would be greatly appreciated
Next the screen would be scanned and objects lower on the y axis would be rendered..last? i have no idea how that would be done.
i know i can get a kickass game together, but this is quite a huge initial hurdle to get over. anyhow, any information or suggestions would be greatly appreciated at this point. thanks guys!
#22
A lot of people get confused about this, but layer != collision groups.
03/16/2006 (2:46 pm)
@Anthony: put all the players in the same layer. You should think of layers as a way to abstract a Z-axis control, nothing more.A lot of people get confused about this, but layer != collision groups.
#23
T2D/gameScripts/game.cs (0): Unable to find object: ' ' attempting to call function 'activateIsoSort'
I've tried moving the call for it around to player.cs and elsewhere but it doesnt seem to work. Thanks again for all your help!
03/16/2006 (7:40 pm)
@Michael: Ok, it has now compiled correctly, but when i run this shows up in the console:T2D/gameScripts/game.cs (0): Unable to find object: ' ' attempting to call function 'activateIsoSort'
I've tried moving the call for it around to player.cs and elsewhere but it doesnt seem to work. Thanks again for all your help!
#24
03/16/2006 (7:43 pm)
Did you call it like t2dscene.activateIsoSort? (I just assume that its using the standard scene graph)
#26
03/17/2006 (12:50 am)
Did it work?
#27
thanks for all your help michael, it has been most appreciated :)
03/17/2006 (9:45 am)
I'm not sure if you are responding to the post i deleted last night or not. without thinking, i made a layer on the map several tiles high. for some reason i thought only the tiles with textures in them would be sorted, but its all the tiles. so i cut it down to one tile on the y-axis and it works perfectly.thanks for all your help michael, it has been most appreciated :)
#28
Check this out:
www.garagegames.com/mg/forums/result.thread.php?qt=41473
Michael modified the code to do a per layer sort. We need to test it.
03/18/2006 (6:34 am)
@James:Check this out:
www.garagegames.com/mg/forums/result.thread.php?qt=41473
Michael modified the code to do a per layer sort. We need to test it.
#29
03/20/2006 (6:37 am)
Thanks for the update paolo!
Torque Owner Kneekick
The players in each layer (ie, on the same team) I want that if the player is above another player on the field than he needs to be rendered under that player, and if the player is below another player on the field he needs to be rendered in front of that player.
I'll give Michael's code a try and post back on the results.