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Hi arthur740210,

I am a beginner programmer on my after-work time (I am a geologist in real life). I have had a game idea in mind for years now and it has now been 1 year since I started to learn by myself how to code my game and Android apps for work (I only learnt Python, some Java and some GML so far). For now I am using GameMaker Studio 2 but am planning on eventually moving to Unity (which is what you used for PROJECT1ON, if I am not mistaken).

Would you have or know of any tutorial I could use to code a similar game mechanic as the one you used for PROJECT1ON (the dimensional shift between 2D and 3D)? This dimensional shift is a key problem for my dream-game, that I cannot get past... Before seeing your game (by chance on youtube!), I was originally thinking about making a game in both top-down and platformer view, but this always felt very impractical (albeit retro)...

I would of course understand if you are not ok to share some of your code, and I know (from a lot of my own teaching experience at work) that making tutorials is time-consuming, so I hope you could at least share with me the general implementation concept(s), so I know where to start from and how to get there. I will likely try first in Gamemaker but this could be a good first step for me into Unity (exciting!). 

Sorry for the long post, I could not find a way to send you an email directly and registered just for the purpose to post this... and sorry if my English is not perfect (I am French).

I am very excited to have finally found such a promising lead on how to create my dream-game. Thanks in advance for your time and (hopefully) for your help. And again: amazing game mechanic!

Hi Groupustule, sorry for the late response.

To make stuff from 3D to 2D we caculate the where the plane and the 3D objects intersect, then draw a new object in 2D based on the intersection points using the GL.Draw and some related GL stuff in Unity

How did you calculate the intersection points where the cube and the plane met? I tried using contactPoints.point from collision but that is just inaccurate. Is there a better way to find 4 or 3 intersection points (depending on angle) accurately?

Thanks in advance if you reply :D

We use the triangles of the mesh of the objects. Then calculate the lines where triangles intersect with a plane. Then create new 2D meshes based on the points on the end of the lines.

Sorry for the late respond, and thanks for the love. :D

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Oh ok. Idk how one would check if the triangles of the mesh of objects intersect with planes (Maybe on collision check distance of each triangle from the plane? Idk). But that simply means I am yet to study and research more into things before I can try my hand at it and comprehend that haha. Thanks a lot. Ill treasure your comment till I learn things and try replicating your method (That is if you dont mind). Sounds interesting btw n love you for sharing the info.