you could always take the position of the sprite at the end of the frame and compare it to the position the next frame (current position - previous position), then to get the velocity, multiply the calculated value (current position - previous position) by 50 (or the number of screen updates that happen every second).
It is possible to render a ground texture (as seen with KWX’s demo in makecode kart), but Idk how easy it would be to render walls and a floor at the same time (and have them look “connected”). You could have tiles in a tilemap that are set to be walls render like the current renderer does, and tiles that are not set to be walls could render as a floor texture. (just a few ideas, don’t feel too much pressure to implement them @AqeeAqee)
Hello, @AqeeAqee, I really love your extention but I wanted to ask if you could make (or if one already exists) a way to turn raycasting ON|OFF, because the player keeps moving if I, let’s say make a main menu and it is kind of bothering.
Thanks, S0m3_random_guy
preview Paticle Effects
Made it !
With somewhat perf cost though, and a littel tremble (might not obvious in this preview)
No new block/func and operation required, just start particle effect with Arcade block, auto takeover also.
preview Walking Sway 2
- set with this block as well, but 1~2 would be fine, and be float number, eg.: 1.5
- the ratio of sway L/R and “jump” U/D is 1:3, can be adjust only in my code. To simplify the code and keep perf, they are in difference unit now, L/R is in screen pixel, U/D is in Z dimension pixel(ZOffset/ZPosition)
- let me know if you feel current ratio is not reasonable or not comfortable.
@jwunderl @CarltonFade @Kiwiphoenix364
Hi guys!
as to the multi-level and floor/ceiling:
Thanks for your valuable suggestions! These will be adopt when I coding them.
I did some test, the FPS will down to about 8 on device/console with just drawing walls twice. So this extension is not fast enough to do these features right now, I think. We can’t add these until perf has a significant impovement some day.
But, I know, these are all attractive features, I love them too. I will do my best to optimize perf furture. I am thinking about a new optimized algorithm based on raycasting. But it is a big change, need some time to rewrite almost ALL the rendering codes of walls, and then check it works or not.
Hope I can made it.
And leave your comments above 2 new previews pls. It won’t be merge into the extension, until you are satisfied with these results.
Thanks a lot for your support as always!
Hi @S0m3_random_guy
You mean the “myself” showing before a tilemap loaded, right?
Actually, this fixed in last release, but I found It was covered back by an accident. Will be fixed again in next release.
Sorry for that!
Well done Aqee!
Also, well done on the Camera Sway! It works really well, exactly as I thought it would look!
I’m looking to more of the wizardry you’re able to pull off.
Have a great day!
Go ahead, lol
Do you think that you could maybe optimize by having a way to like load in walls with rendering? maybe looking like Minecraft’s system of only loading what’s in sight, and the sprites always stay there? idk that’s just a suggestion.
Quick question: in future updates would be able to use the p2 controls for looking up and down?
(I won’t be mad/dissapointed if you say no, Makecode has a lot of capabilities, but not really for 3D/2.5D games)
I know you’re rewriting the engine (and probably don’t want more suggestions), but it would be nice to have an option to render sideways as well, so you could make a first person 2d platformer!
Ah, thanks for your advice for optimaization.
Our Arcade devices has some diff from a PC/Mac, we have no real external storage which will take advantage of loading partial resouces. If some day we can save/load files in SD card, this will be useful.
Sorry, not sure your meaning with “sideways”.
Once a time, I tried to play my meowbit turned 90°, like this. Is it what you want?
(just a test at that time, keys doesn’t remapping yet )
p2 controls may be considered to support.
But raycasting can’t looking up/down very well. Maybe a little angle is possible, but not very useful, I thinks.
Yeah, I mean have the option to render it sideways, so you have looking up/down, INSTEAD of left/right, so you are basically the sprite in a platforming game, but you can’t look/move left or right. You can move up/down/forward/backwards instead of left/right/forward/backwards. (Kind of hard to explain, but basically you make the renderer flip the image by 90°.
Sorry, I am still not able to guess out what rendering effect you want. Would like paste a screenshot of that kind of game?
What I imagined is a traditional platform, like mario, but in 3D,something like this:
Yep, that’s what I imagined, but in first person instead of 3rd person.
That’s easy, just remove the “person”, right?
But how to play with It?
How would you make a 3rd person camera with this though? Perhaps myself sprite following the sprite you want to control but i can’t figure out how to make directions properly