2.5D Platformer
Frostolo
Canary IslandsMember Posts: 21
Hello, I am trying to make a 2.5 dimensional platformer and I need help:
I have a cube, the player, that moves on top of a bigger cube, in the 4 directions and cant fall of the path. Problem is that I want the player to seem like it is touching the top of the cube (isometric view) and not the top corner, any help please?
I have a cube, the player, that moves on top of a bigger cube, in the 4 directions and cant fall of the path. Problem is that I want the player to seem like it is touching the top of the cube (isometric view) and not the top corner, any help please?
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The back box is the player, and the white ones the path. The player moves in the four directions and have to always choose the best path. I want the player to move only on top of the path, on the white section, but I need help for that.
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I am looking at Socks methods and getting inspired there.
My cube dont want to be on top of the white one, less move up and down. I need to give him some spanking
I'm not 100% what your question is, can you be a little more specific, for instance I'm not sure what 'walk' means in this context (or 'floor' or 'zones' ! ) . . .
Basically my isometric set up is a cube, which rolls to the next square on each key press, as the demo from @RThurman shows all you really need to achieve this is to move your actor at the right angle to match your isometric layout.
The only other major part of these kinds of pseudo-3D / ISO set ups is being able to go behind and around objects, this is simple enough in GameSalad, just have your layers set up like this . . .
Hero actor
Obstacle / Object
Copy of the Hero actor
When you want the Hero in front of the object, then set its alpha channel to 1 (so it's visible) and set the Copy of the Hero actor's alpha to 0 (so it's invisible) . . . . . then when you want the Hero to go behind the object set the Hero's alpha to 0 and the Copy of the Hero actor's alpha to 1.
You don't need to manually trigger or manage these alpha changes, I just set up some actors as 'sensors', so when the hero is in certain positions it's alpha channel (and the alpha channel of the copy actor) is flipped.
Hope that makes sense / helps a bit.
So many ideas, not enough skill