This is an experiment that will hopefully be a game someday. The environment is 3d with width of 30 height of 17 and depth of 5 tiles, and you can move using arrow keys and space to jump. The view however is isometric and locked in one perspective...
"n" key toggles the player drawing order (whit rectangle thing is the player...). I also should mention that this thing don't use the love.physics module and the collision is greed based (the same engine that i use in my other projects), and likely will need to be optimized...
And the reason i upload this:
- I want to know how confusing it is to control the player
- any suggestions how to make it less confusing?
2,5D platformer/sidescroller concept
2,5D platformer/sidescroller concept
- Attachments
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- platformtest.love
- (6.53 KiB) Downloaded 291 times
Last edited by Wojak on Thu Mar 28, 2013 4:33 pm, edited 1 time in total.
- Robin
- The Omniscient
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Re: 2,5D platformer/sidescroller concept
Neat idea. Right now it's a bit confusing, especially which layer the player is on.
Help us help you: attach a .love.
Re: 2,5D platformer/sidescroller concept
Here is my suggestion:
- replaced texture by a simpler one
- slightly corrected the to3d-function that draws the cube
- added shading
The most important one is the shading. I did this by dividing the r,g,b values of the blocks by 2 (or any other number). Black has the color (0,0,0). By dividing r,g,b by 2 I mix the previous color half and half with black. The same goes for the other faces, there I multiplied with 0.75, which is a 1:3 mixture with black.
One small comment on the shearing: You forgot to divide by 2 in some places. I suggest you compare my love-file to your original one.
Two more suggestions:
- Remove the transparency effect. It is a bit confusing.
- Add a shadow right under the player. That makes it easier to determine, where the player is.
Edit: I forgot: Nice work so far. Keep going.
I changed:- replaced texture by a simpler one
- slightly corrected the to3d-function that draws the cube
- added shading
The most important one is the shading. I did this by dividing the r,g,b values of the blocks by 2 (or any other number). Black has the color (0,0,0). By dividing r,g,b by 2 I mix the previous color half and half with black. The same goes for the other faces, there I multiplied with 0.75, which is a 1:3 mixture with black.
One small comment on the shearing: You forgot to divide by 2 in some places. I suggest you compare my love-file to your original one.
Two more suggestions:
- Remove the transparency effect. It is a bit confusing.
- Add a shadow right under the player. That makes it easier to determine, where the player is.
Edit: I forgot: Nice work so far. Keep going.
- Attachments
-
- platformtest.love
- (3.28 KiB) Downloaded 223 times
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Re: 2,5D platformer/sidescroller concept
Love the idea of the game, can be a bit hard to see what level the player is on, even with the white box shadow (which i think needs to change colour because atm it looks like the player sinks into the ground when they stop moving)
Your screen is very zoomed in...
- bartbes
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Re: 2,5D platformer/sidescroller concept
Mostly off-topic: Seeing robin's reply immediately made me go back to the days of old, when robin and I worked on lovelybigplanet...
- Robin
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Re: 2,5D platformer/sidescroller concept
Ah yes. Good old days. Lots of white, neon green, baby blue and references to The Matrix...bartbes wrote:Mostly off-topic: Seeing robin's reply immediately made me go back to the days of old, when robin and I worked on lovelybigplanet...
Help us help you: attach a .love.
Re: 2,5D platformer/sidescroller concept
I think the shaded version greatly improves it, I have two additional suggestions.
Give the player volume as well, especially as long as he's a white cube, to get more spatial information. A shadow will work as well, but mostly when he jumps.
Depth cue the blocks, tint the layers further away a slightly darker tint or a tad less colour saturation.
It's an interesting concept though ) Perhaps slightly confusing at times, but that could be part of the gameplay.
Kaj
Give the player volume as well, especially as long as he's a white cube, to get more spatial information. A shadow will work as well, but mostly when he jumps.
Depth cue the blocks, tint the layers further away a slightly darker tint or a tad less colour saturation.
It's an interesting concept though ) Perhaps slightly confusing at times, but that could be part of the gameplay.
Kaj
Re: 2,5D platformer/sidescroller concept
Thank You for that! this changes also work with my crap graphics I hope You don't mind if i keep the "3D" function.micha wrote:Here is my suggestion:"image"
I changed:
- replaced texture by a simpler one
- slightly corrected the to3d-function that draws the cube
- added shading
The most important one is the shading. I did this by dividing the r,g,b values of the blocks by 2 (or any other number). Black has the color (0,0,0). By dividing r,g,b by 2 I mix the previous color half and half with black. The same goes for the other faces, there I multiplied with 0.75, which is a 1:3 mixture with black.
One small comment on the shearing: You forgot to divide by 2 in some places. I suggest you compare my love-file to your original one.
Two more suggestions:
- Remove the transparency effect. It is a bit confusing.
- Add a shadow right under the player. That makes it easier to determine, where the player is.
Edit: I forgot: Nice work so far. Keep going.
Also i decided to experiment with the player rendering, it is little buggy, but i hope to resolve it, but i think I droop this project for now...
(updater version is in the OP)
Re: 2,5D platformer/sidescroller concept
version by micha too?buhb11 wrote:For me it lags
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