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2d_games [2023/02/03 18:23] justin2d_games [2023/02/03 20:47] justin
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 When creating [[tile|tiles]] and [[object|objects]] for your game, keep in mind that they'll be viewed from directly above. It's recommended to use the **Top** view in the [[Voxel Editor]] as it's easier to draw 2D assets in this way, and you'll be seeing them as they will appear in-game. The examples below show how a 2D [[tile]] will look from the **Front** view and **Top** view in the editor. When creating [[tile|tiles]] and [[object|objects]] for your game, keep in mind that they'll be viewed from directly above. It's recommended to use the **Top** view in the [[Voxel Editor]] as it's easier to draw 2D assets in this way, and you'll be seeing them as they will appear in-game. The examples below show how a 2D [[tile]] will look from the **Front** view and **Top** view in the editor.
  
-{{:2d_game_tile.png?nolink|}}+{{:2d_game_tile_front.png?nolink|}} 
 + 
 +{{:2d_game_tile_top.png?nolink|}}
  
 =====Maps===== =====Maps=====
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 Since the camera in a 2D game has no perspective, [[tile|tiles]] can be layered above each other at the same XY position and still remain flush along the edges. You can take advantage of this to add depth to your scene, for example to allow [[character|characters]] to pass underneath or behind something. Since the camera in a 2D game has no perspective, [[tile|tiles]] can be layered above each other at the same XY position and still remain flush along the edges. You can take advantage of this to add depth to your scene, for example to allow [[character|characters]] to pass underneath or behind something.
  
-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.
  
 {{:2d_game_layers.gif?nolink|}} {{:2d_game_layers.gif?nolink|}}
  
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2d_games.txt · Last modified: 2023/02/03 22:17 by justin