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3 Dimensional Chat / 3D top down rpg "2.5D"

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xbandages
14
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Joined: 30th Mar 2010
Location: Michigan
Posted: 9th Apr 2010 00:51
I wanted to start creating a top down rpg using darkGDK. I've been doing some research on player movement with respect to the center of the screen. I'm talking about the "camera" centered on the hero as you explore the world....but since it is 2D and no z-axis, then there is no actual camera, just the world moving around you.


I see this as a very complicated issue and read on the 2D forum that Van B likes to use "2.5D" or 3D for 2D games. This sounds like an awesome idea but I'm concerned about a collision system I just finished which uses the sprites pixels for detection...will I be able to carry this over into a 3D environment?
Ultimate_H
15
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Joined: 11th Mar 2009
Location: A place that is neither here nor there
Posted: 9th Apr 2010 01:04
if you are looking into 2.5d, you actually will be using the 3d camera, its just that the angle(up and down) will never change. when doing a top-down effect, you would point the camera straight down, and position it at the same x/y coordinates and give it a larger z coordinate.

as for the collision system, I would suggest looking into Sparky's Collision, which(correct me if I'm wrong) is a free library and is faster than the built in collision system.

switching from 2d to 3d(or 2.5d) can seem daunting, but the underlying mechanics are the same, you just have to play with the graphics again.

Hope that helps
-H

Check out my tutorial on how to make windows, and make them work with DarkGDK
xbandages
14
Years of Service
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Joined: 30th Mar 2010
Location: Michigan
Posted: 9th Apr 2010 01:21
Well my main concern was the collision system that I made (spent 30+ hours on it....) and I would really like to implement it in my game. Its just knowing when someone is playing a game that uses it I can say, "Yeah, thats my work."

Thanks for the quick reply though!

I did figure out the whole z-axis camera movement too. I guess I'm also concerned about the textures. Will I be able to create a huge bitmap and load that up? or will I have to break it up into tiles like a 2D game would? And as for the sprites? Will that be different? Or will I be able to use 2D sprites that I made?

Sorry about all the questions, I don't really have time to mess with everything right now...its the end of the semester and exams are coming up quick.
DevilLiger
21
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 9th Apr 2010 09:35
hmmm i think other than the collision it has to be all the math and calculations that are involved in this. on my old computer i was making a racing game usiing a code snippet i got from tgc codebase, but it was all going till the collision system, ai, and lack of other characters was the main obsticle. handling bases wasn't much with futuristic cars without wheels. after that i'd pretty much lost my old computer with it. i dunno why but i think a text adventure would be a badass first game. i should make one too. lol...

BMacZero
18
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 10th Apr 2010 00:35
As Ultimate_H said, 2.5D is essentially 3D but with a fixed camera angle. Unfortunately this means that your pixel-perfect collision code is going to be useless if you make the game in 2.5D. You'll be using entirely 3D objects that have no pixels to collide with.

For your other question, yes, you could just load a giant bitmap and use TEXTURE OBJECT to texture a plane object with it.

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