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2d_games [2023/02/03 20:45] – justin | 2d_games [2023/02/03 20:47] – justin | ||
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Since the camera in a 2D game has no perspective, | Since the camera in a 2D game has no perspective, | ||
- | In the example shown, the wall [[tile|tiles]] in the center are placed at a Z level high enough to allow the player character and their attached weapons to pass underneath without clipping through. In this specific case, the floor [[tile|tiles]] are at a Z level of 0, and the wall [[tile|tiles]] are at a Z level of 3. | + | In the example shown below, the wall [[tile|tiles]] in the center are placed at a Z level high enough to allow the player character and their attached weapons to pass underneath without clipping through. In this specific case, the floor [[tile|tiles]] are at a Z level of 0, and the wall [[tile|tiles]] are at a Z level of 3. |
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~~NOTOC~~ | ~~NOTOC~~ |