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Cool. I thought about trying this one but wasn't sure how to turn the flat pseudo-3D ramps into actual 3D objects at the time. Thinking about now, maybe with some cloning, texture editing, and the deform tool, something could be worked out.

You might be able to do do something like what JJXB did with River City Ransom to get the rider to move in and out as opposed to up and down. It is basically translating movement on the y axis to the z axis, and then zeroing out the y axis.

I've done something similar while messing around with Commando. I had a script that rotated all the background sprites 90 degrees and made the player move in and out of the screen instead of up and down.

I'm not familiar with the rippling effect you are talking about. Do you mean what is happening to the ramp in the picture you posted?

Sorry, I didn't explain the rippling effect very well... Basically, any objects that would appear in different locations share different axis locations, so that when you deformed them, they some would go in the correct spots, but others would go in unintended places...

And yeah, that is exactly what I am going to do! I am pretty much going to have to erase all the ramps, and rebuild them pixel by pixel, taking pixel measurements so I get the right height,  and building them that way. It's going to be a long process, but I'm sure I can make it work! Might just take some time... 

Ah. I think I understand what you mean by rippling now.  I think I ran into something similar when editing the Kung Fu title screen. The title uses a pseudo 3D effect on the letters to make them appear like they are popping out. Trying to  use the deform tool to simulate that in true 3D was difficult. The Kung and the Fu used the same texture, but were treated as separate objects. When a deformation was applied Kung it looked different on the Fu since it was a shorter object. Don't know if I am explaining that well...

Anyways, that does sound like a lot of work for the ramps. Hopefully you can get it to work. I wish you luck!