Sixty Four

Sixty Four

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Rotating the map
Just played it for 3 hrs, but is there an option to rotate the map? So you can move around the structures you build? I know about the option to see through the blocks but that isnt helping much.
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Showing 1-11 of 11 comments
Eventide Mar 20, 2024 @ 4:53pm 
No rotate option; all objects are rendered as images, from one viewpoint. Adding 3 other views for all objects would require heavy rework. I agree some shorter structures can hide behind taller ones; sometimes I re-arrange things or build a little less efficiently; the canvas we can build on is huge.
VinceG Mar 20, 2024 @ 7:41pm 
Originally posted by Eventide:
No rotate option; all objects are rendered as images, from one viewpoint. Adding 3 other views for all objects would require heavy rework. I agree some shorter structures can hide behind taller ones; sometimes I re-arrange things or build a little less efficiently; the canvas we can build on is huge.

He got a point tho. I think that a hotkey to lower every building to a resonable height would be nice.. like in stronghold and the option to "lower walls". Know what i mean?

Something like that:
https://imgur.com/H7sRkZP

or that:
https://imgur.com/B9WtpL7
Last edited by VinceG; Mar 20, 2024 @ 8:13pm
Rubikow Mar 20, 2024 @ 11:51pm 
Well you can hit the alt key and then hover over the machine you want to see to see it a bit better, but still rotation would be a nice thing.

You do not need graphics of the buildings from other sides to do thiy, you can simply show the same images, just rearranged.

In the code there are only a few methods that need to be adjusted in order to do this. Let me try to write a mod.
Pointfair (NL) Mar 21, 2024 @ 12:43pm 
Thanks all for the comments. At least i know now why and also that i didnt miss any shortcut to do so.
Last edited by Pointfair (NL); Mar 21, 2024 @ 12:44pm
TJgalon Mar 23, 2024 @ 1:18am 
though if you can rotate, then it effect the storyline
ch0n Mar 24, 2024 @ 2:50pm 
Originally posted by Rubikow:
Well you can hit the alt key and then hover over the machine you want to see to see it a bit better, but still rotation would be a nice thing.

You do not need graphics of the buildings from other sides to do thiy, you can simply show the same images, just rearranged.

In the code there are only a few methods that need to be adjusted in order to do this. Let me try to write a mod.

Some of the buildings have unique sides, so new images would be required to show them correctly when rotating, however we do not know if the games visual assets are 2D ISO view only or if this is a 3D rendered view locked to the ISO camera, if its the latter then rotating would be as simple as adding buttons to control the camera, however the story would require some updating as one person pointed out.

If rotation is added, an easy key combo for this would be Q and E, if the developer would add this then that key set would be the most obvious, if the developer is reading and needs ideas :)
Ziltoid Mar 24, 2024 @ 3:12pm 
Every asset in the game, and the play field itself, is 2D. Buildings are sprite graphics with multiple frames and only contain views from one angle.

Q and E are already reserved for "eyedropper" and move functionality.

And for the record, adding a playfield rotation translation even without changing building graphics would involve quite a bit more than just a couple of methods - as I'm sure Rubikow has figured out by now ;)
VinceG Mar 24, 2024 @ 3:37pm 
Originally posted by Ziltoid:
And for the record, adding a playfield rotation translation even without changing building graphics would involve quite a bit more than just a couple of methods - as I'm sure Rubikow has figured out by now ;)

Not.. really... you are literally just rotating a 2d array... that's a "solved" problem since at least 40 years.
KidneyThief Mar 24, 2024 @ 4:45pm 
Originally posted by Eventide:
No rotate option; all objects are rendered as images, from one viewpoint. Adding 3 other views for all objects would require heavy rework. I agree some shorter structures can hide behind taller ones; sometimes I re-arrange things or build a little less efficiently; the canvas we can build on is huge.

Yeah so? Ditto for good ol' Sim City 2000, and guess how they solved this: they didn't bother adding the other three views, they just displayed the same sprite for the object regardless of how the map was rotated. Who cares if the viewpoint of each building is "the same" in each of the four map rotations.
Ziltoid Mar 25, 2024 @ 4:31am 
Originally posted by VinceG:
Not.. really... you are literally just rotating a 2d array... that's a "solved" problem since at least 40 years.

Solving that separate problem isn't difficult. Modding that into the game is.
VinceG Mar 25, 2024 @ 10:18am 
Originally posted by Ziltoid:
Originally posted by VinceG:
Not.. really... you are literally just rotating a 2d array... that's a "solved" problem since at least 40 years.

Solving that separate problem isn't difficult. Modding that into the game is.

Just looked into the code and he saves the position of the machines on several locations (which i actually don't understand why..) however.. there are two variables which probably are the only interesting ones: stuff and stuffMap. "stuff" contains every entity.. just iterate over them and alternate betwee pos.x *= -1 and pos.y *= -1 to "rotate" them and recreate the map with the new coordinates, done. Tbf; the published sourcecode is kinda messy and i looked at it for maybe 30min but that's literally it, i guess.
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