1 decade ago by sdwrage
Hey all,
I know that ImpactJS has been used to create a LOT of platformers and that's great but this seems to dwarf the kind of information one would need for a Zelda style 3/4 view. Such hurdles I have come across are...
I have a simple 8x8 cube (maybe a box) and my player is of equal size. I would need the player, when standing in front of it to appear to be directly over top of it but with about 2 pixels down (to give the illusion that the player is actually in front of the object). I can do this fine with one of the thin topped collision brushes but then the player, when going around the object, would need to then be directly behind it by changing the sort order and collide with the collision brush at the bottom. This would give the illusion that you could see the top of the players head behind said box. Unfortunately I cant think of a good way to do this.
Next, I was thinking of situations where gravity would be needed. Such as a player is heading left or right and there is a pit... if I dont have gravity on (for obvious perspective reasons) would I just have a trigger over any pit to turn gravity on? Could I only turn gravity on for an entity that enters this? (say I knocked an enemy into it) or would I basically have to set its fall var to true and if true always change the Y value for it to drop?
I am guessing many of you have solutions so thought id ask.
I know that ImpactJS has been used to create a LOT of platformers and that's great but this seems to dwarf the kind of information one would need for a Zelda style 3/4 view. Such hurdles I have come across are...
I have a simple 8x8 cube (maybe a box) and my player is of equal size. I would need the player, when standing in front of it to appear to be directly over top of it but with about 2 pixels down (to give the illusion that the player is actually in front of the object). I can do this fine with one of the thin topped collision brushes but then the player, when going around the object, would need to then be directly behind it by changing the sort order and collide with the collision brush at the bottom. This would give the illusion that you could see the top of the players head behind said box. Unfortunately I cant think of a good way to do this.
Next, I was thinking of situations where gravity would be needed. Such as a player is heading left or right and there is a pit... if I dont have gravity on (for obvious perspective reasons) would I just have a trigger over any pit to turn gravity on? Could I only turn gravity on for an entity that enters this? (say I knocked an enemy into it) or would I basically have to set its fall var to true and if true always change the Y value for it to drop?
I am guessing many of you have solutions so thought id ask.