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Thread: [help] marble madness/isometric jumping

  1. #1
    bibuti. nolen's Avatar
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    [help] marble madness/isometric jumping

    recently i've been exploring isometric games in flash, and i've come across something that i want to learn how to create.

    jumping in isometric worlds.
    similar to the marble madness examples on jail*****'s site.

    i've scoured the boards here, and searched for a tute, but i'm afraid that came to no avail.


    would anyone have any insight into this?


    thanks for anything.

    -nolen
    i'm obsessed with video games.

  2. #2
    alternative coder murraymint's Avatar
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  3. #3
    bibuti. nolen's Avatar
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    thanks for the link, it's interesting.

    but not exactly what i'm looking for.

    i'm trying to keep with the tilebased way of doing things, with ramps, and such.


    if you've seen jailb****'s sample swfs, you might know what i'm talking about.


    thanks anyway, though!
    i'm obsessed with video games.

  4. #4
    Senior Member tonypa's Avatar
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    This is best link about the subject, that I know of:
    http://www.setpixel.com/content/?ID=22

  5. #5
    bibuti. nolen's Avatar
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    yeah, that document helps me understand how it works.

    a lot.


    i suppose i've just got to start understanding how to put it all together now.

    which is apparently really hard for me.

    heh.


    thanks though!
    i'm obsessed with video games.

  6. #6
    alternative coder murraymint's Avatar
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    just a quickie..

    Marble madness is well documented, but does any one know of anything similar built in Flash?

    I have seen one or two experiments, but never any kind of game?

    I certainly think it would be a worthwhile project to make a Flash game similar to Marble madness as it enjoyed such popularity in the past.

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  7. #7
    Senior Member tonypa's Avatar
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    Originally posted by murraymint
    I have seen one or two experiments, but never any kind of game?
    http://polyaktiv.de/neu/swf/isoengine.htm
    http://www.happymonitor.com/gyroworld/

  8. #8
    alternative coder murraymint's Avatar
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    Cheers tonypa,

    You are indeed the Google of Flashkit.

    The isoengine handles really well.
    The physics in gyroworld seem a little messed up. I remember a similar game on my C64, called gyroscope.

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  9. #9
    bibuti. nolen's Avatar
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    keeping with this topic, i'm posting an .fla that a buddy gave me.


    he claims that he didn't rip it off, but i think that i looks a LOT like klas kroon's first mm example. minus the color change, tile arrangement, and swapDepths problem.

    not to disrespect klas kroon, but i'd like to keep playing with this .fla to better learn about this type of game.


    let me know if you guys can possibly figure out what the swapDepths/slope problem is, exactly.


    again, thanks for any help and all props go to klas kroon for originating this all.


    -nolen
    Attached Files Attached Files
    i'm obsessed with video games.

  10. #10
    Senior Member mr_shotgun_2000's Avatar
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    well I if I didn't know better my self and I don't, it looks like this is ripped of JailB*! Anyway I hope its not, and I'l try and help you out. For the depth sorting problem your facing, I would advise you to use Jobe Makar's depth calculation algorithm! its amazing and I have it working in something similar to what your doing, minus the jump and add a lot of height!

  11. #11
    bibuti. nolen's Avatar
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    it really does look like a rip of klas kroon's (a.k.a. jail*****) code.


    i wouldn't doubt it, either.
    knowing my "buddy", he's one to decompile people's swf's.


    but i don't want to use it for evil, i want to study it and see how he did it, you know?


    thanks for the point in the right direction with jobe. i'll go look at my copy of his book.
    i'm obsessed with video games.

  12. #12
    Senior Member mr_shotgun_2000's Avatar
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    no problem nolen.

    just One thing, All jailB* examples don't define the z-axis but instead they work around this problem using various bits of coding whereas Jobe defines the 3rd axis and then uses trignometry to locate the position of the point on the plane. So dependin on what you choose to do, you may or may not have to adapt his code to suit this file. (coz in this you dont have a z axis, and you are using x and y to sort out positioning).

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