User Tools

Site Tools


2d_games

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
2d_games [2023/02/03 20:45] justin2d_games [2023/02/03 22:17] (current) justin
Line 33: Line 33:
  
 In addition to the "Two-Dimensional" setting, you'll need to define directional animations for your [[character|characters]]. If defined for a [[character]], a directional [[animation]] will trigger when they are facing in that direction. For example, if the [[character]] has an [[animation]] named "walk_north", that [[animation]] will play when they walk in a northward direction, otherwise the normal "walk" [[animation]] will play. Note that these [[animation|animations]] don't necessarily need to be unique, so if desired you can just create one [[animation]] for walking, then define "walk_north", "walk_south", "walk_west", and "walk_east" all to use that same set of frames. See [[Predefined Animation Names]] for a full list of directional [[animation]] names that are currently supported. In addition to the "Two-Dimensional" setting, you'll need to define directional animations for your [[character|characters]]. If defined for a [[character]], a directional [[animation]] will trigger when they are facing in that direction. For example, if the [[character]] has an [[animation]] named "walk_north", that [[animation]] will play when they walk in a northward direction, otherwise the normal "walk" [[animation]] will play. Note that these [[animation|animations]] don't necessarily need to be unique, so if desired you can just create one [[animation]] for walking, then define "walk_north", "walk_south", "walk_west", and "walk_east" all to use that same set of frames. See [[Predefined Animation Names]] for a full list of directional [[animation]] names that are currently supported.
 +
 +{{:2d_game_add_anim.png?nolink|}}
  
 {{:2d_game_dir_anims.gif?nolink|}} {{:2d_game_dir_anims.gif?nolink|}}
Line 39: Line 41:
 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|}}
  
 ~~NOTOC~~ ~~NOTOC~~
2d_games.txt · Last modified: 2023/02/03 22:17 by justin