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(1 edit)

Thanks for the detailed reply, that definately helps!


Though my main question is how do you achieve the perspective change from your third image above. Specifically when you say "The camera view height is scaled by a factor, and the distance between each subimage is scaled by the inverse of that factor". How would you achive a more "side on" view to the props in a 2d engine, if that's possible?

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This method is just something I did quickly to achieve the effect I wanted and I would think there’s far better ways to do it but essentially you want to have a variable, “camera_tilt_factor”, that increases/decreases when, for example, the up/down arrows are pressed. You would then multiply the distance offset between each frame (dist) by this amount, whilst multipling the camera’s vertical resolution by the same (or a proportional) amount.

i.e. camera_tilt_factor = 1; dist * camera_tilt_factor = 1; vertical_resolution * camera_tilt_factor = 540; camera_tilt_factor = 1.5; dist * camera_tilt_factor = 1.5; vertical_resolution * camera_tilt_factor = 810;

Of course, depending on how your camera is set up you might want to make the scaling factor for vertical_resolution/dist proportional to one another, rather than simply 1:1.

(1 edit)

Ahh that makes sense, it seemed to do the trick!

Though the scene is now rotated on it's side, can't seem to figure out why, but the effect it working! Thanks for the help!


Edit: Managed to fix the weird rotation!

I thought the sprites were made in a top-down perspective but in the GIF, even from the sides, it looks 3D! Hows that possible? y cant I seem to differentiate them as sprites stacked on top of each other? and cud u explain the c# code a bit more? I know a bit of coding but I saw trig and I lost u there :c

PS - Cheers to @Aquanoctis for the great work!!!

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Great, glad to see you got it working! :D