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| 2d_games [2023/02/03 18:16] – justin | 2d_games [2023/02/03 22:17] (current) – justin | ||
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| - | Although RPG in a Box is primarily for creating 3D games, you can also create games that have a 2D appearance by making use of several different features. The Kenney Tiny Dungeon project template that comes with RPG in a Box is set up in this way and is a great reference | + | Although RPG in a Box is primarily for creating 3D games, you can also create games that have a 2D appearance by making use of several different features. The Kenney Tiny Dungeon project template that comes with RPG in a Box is set up in this way and is a great reference |
| =====Camera===== | =====Camera===== | ||
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| =====Tiles and Objects===== | =====Tiles and Objects===== | ||
| - | When creating [[tile|tiles]] and [[object|objects]] for your game, keep in mind that they' | + | When creating [[tile|tiles]] and [[object|objects]] for your game, keep in mind that they' |
| - | {{:2d_game_tile.png? | + | {{:2d_game_tile_front.png? |
| - | You'll build your maps in the [[Map Editor]] in the same way as a 3D game, however it's recommended to use the " | + | {{: |
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| + | =====Maps===== | ||
| + | You'll build your maps in the [[Map Editor]] in the same way as a 3D game, however it's recommended to use the " | ||
| {{: | {{: | ||
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| {{: | {{: | ||
| - | Enable the " | + | Enable the " |
| {{: | {{: | ||
| In addition to the " | In addition to the " | ||
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| + | {{: | ||
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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. |
| {{: | {{: | ||
| ~~NOTOC~~ | ~~NOTOC~~ | ||