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 18:08] justin2d_games [2023/02/03 22:17] (current) justin
Line 2: Line 2:
 ---- ----
  
-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 to see how it works. The guide below will walk you through the necessary steps for setting up your own 2D game!+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 for seeing how it works. The guide below will walk you through the necessary steps for setting up your own 2D game!
  
 =====Camera===== =====Camera=====
Line 12: Line 12:
  
 =====Tiles and Objects===== =====Tiles and Objects=====
-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 "Topview in the [[Voxel Editor]] as it's easier to draw 2D assets in this way and you'll be seeing them as they will be appear in-game. The example below shows how a 2D [[tile]] will look from the **Front** 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 wayand 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|}}
  
-(Top-Down camera setting in Map Editor helps with creation of 2D maps)+{{:2d_game_tile_top.png?nolink|}} 
 + 
 +=====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 "Top-Downcamera when doing so. This is located on the toolbar along the top, as shown below. When activated, it switches the camera to orthogonal projection, places it directly above the [[map]], and locks rotation. While in this camera mode, you'll be viewing the [[map]] exactly as it will appear in-game.
  
 {{:2d_game_map.png?nolink|}} {{:2d_game_map.png?nolink|}}
Line 25: Line 28:
 {{:2d_game_character.png?nolink|}} {{:2d_game_character.png?nolink|}}
  
-Enable the "Two-Dimensional" setting on the **Model Properties** tab for any [[character|characters]]. This setting tells the game to not rotate the model towards the direction the [[character]] is moving. Since camera rotation is enabled and the player will always be viewing the game from a fixed angle, this will ensure the [[character]] remains upright at all times.+Enable the "Two-Dimensional" setting on the **Model Properties** tab for any [[character|characters]]. This setting tells the game to not rotate the model towards the direction the [[character]] is moving. Since camera rotation is disabled and the player will always be viewing the game from a fixed angle, this will ensure the [[character]] remains upright at all times.
  
 {{:2d_game_two_dim_setting.png?nolink|}} {{:2d_game_two_dim_setting.png?nolink|}}
  
 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 36: 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.1675476539.txt.gz · Last modified: 2023/02/03 18:08 by justin