Raycasting 3D render -- Blocks Edition

I mean that you delete the EXTRA block that I added, all the other raycast blocks are fine. If you mean that you want colors AND fog, that isn’t really possible because there are only 16 colors. If you want to, you can change the color palette in the assets tab and have like everything being tinted a color or the walls being a different color depending on the distance though.

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@labfox29 wanted me to post this here (I assume on this topic)

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thx a lot ^-^

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i was wondering im new to raycasting but can someone give me the block code to make it so when i move it moves in the way im looking at because right now when i move left it moves foward or back same for the rest so if you know the block code for it is please tell me

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and also if it is possible to make floor, roof and make the walls higher

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It is possible, but the author won’t implement it due to the limited performance.

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how do you make a roof and floor i ment

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You can make the walls higher, though it’s just scaling one layer of walls instead of stacking multiple walls on top of each other if that’s what you want

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New Release v0.3.18

  • support dialog “see through”
    before:
    download
    after:
    download
  • optimize perf, skip blit back from “screen” if sprite has no any sayText or particle, this will save up to 14ms per sprite.
  • fix, prevent crash if ParticleSource.anchor isn’t a Sprite. (Particle on Sprite supported already)
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why doesn’t raycasting not work with a bigger screen size?

nice.

Because the algorithm’s made to draw on a 160x120 grid, nothing bigger

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That’s possible, but there’s not userconfig definations when I made this, so…

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I have a feature request! can you add a block with an 8 frame animation in it that makes the selected sprite’s image a certain frame from that animation depending on the angle between you and them and what direction they are facing? similar to the original super mario kart

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This feature has build-in from the first version, right?
In the test file of this extension(main.ts), I set directional animations (a 2d image array) for each sprite.

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I’m pretty sure that can be implemented on a project level, no need to add it to the extension itself

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Hi! Iv’e been making a backrooms game with this extension for a week now, and just recently I expanded the tilemap. But when I did I found that there were walls on the floor. I checked the tilemap but all the wall tiles had wall on so I have no idea whats going on. can someone plz help? heres a screenshot:
arcade-Backrooms (2)

Thanks!

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you are using a set copying sources, instead of the extension, right?
Delete these files(especially you don’t want the floor feature, which is not released yet), then import the published version of raycasting extension would fix it.

image

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That worked! Thank you!

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I know this is late, but I fixed it.