I'm having problems trying to decide which perspective to use for my graphics.
The first option is (exaggerated) top down for the backgrounds, and 3/4 perspective for the objects. This is just like in Zelda. I think it looks kind of unnatural personally, especially if I use Zelda style scrolling.
The second option is to use 3/4 perspective for everything. This is more realistic, but I'm not sure how good it looks. Also, I'm using grid-based movement, and with the walls being narrow, it might look odd that you can't walk right up to them.
Examples (not finished graphics, but good enough to illustrate my point I hope);
A.)
B.)
A little poll then - who prefers A, and who prefers B?
Doesn't take much work, you just move the top parts of the columns around. Of course, it could also be done fancy like in example 1 here, made by Ben of Silvernova :
I agree with the above 2 posts. However, to answer your original question: B. Simply because the lower columns in A don't look right when you compare them with the south wall.
Adam / Canto: That *would* look better, but those blocks are moveable, so it would mean having a lot of different sprites for each block. Not to mention the fact that I'd have to do the same thing for every other object in the game. Again, thanks for the suggestion, but I just don't think it would be practical for me.
I think you should go with A.
The Zelda games have always done it, and if you're talented, people won't even notice!
Take a look at this pic, it's from A link to the Past, Hyrule Castle. Lot's of loose objects in the rooms so lots of conflicting perspectives, but if you don't look for it, you don't think about it.
Look at the Zelda example. Other than the items on the floor with the one perspective, the walls are correct. Only way you could fix that problem would to do what Adam said and change perspectives of items based on where there are to the walls.
With that said, I think the items can be the same like Zelda and still be successful because the walls work.
This is going to be a hard choice for you, however i think it is true to say that there is very very little in it and only one or two people will actually complain if you eventually pick the opposite to the one they like. In the end, they are both very good and very very similar styles!
Ok, thanks everybody.
It doesn't seem like many people think it will make a lot of difference either way, but A seems to just about win it, and I was kind of leaning towards it myself, so A it is.
I see that you`ve already decided but might as well point out that I like A" better. However there is one thing I think is wrong with A:s perspecitve, I take it that the floor in the middle of the room is lower then the rest? If that is true then then you should draw that in the same way you`ve done with the walls. As it is now you`ve only drawn shadows on the right and left side, but that is not true to the perspective?
My enligsh prevents me from explaing better but I hope you understand what I meant?
I do understand, and yes, you are quite right. Thanks for pointing that out
Unsurprisingly, that project has been put to the side for a while, since I got quite stuck
I may just make a quick sokoban clone out of it sometime, since the block pushing part works nicely.
I'm currently working on a visual ArrayEditor - a bit like a very simple Excel spreadsheet, but loading MMF arrays (and .csv files).
If you still need help with the worms style aiming, you can try this btw.
http://www.angelfire.com/mech/banshee/Grenade.mfa
Made it quickly for someone else a while back. The aiming works well, but the bouncing etc is a bit crappy.
For the animation, I'd make your character sprite have no arms. Then, have another object which is the arms and weapon, and rotate that (with the hotspot at the shoulder joint). Obviously also keep the arms attached to the body...
No problem. "A purpur tale" is currently on ice as well (becuse my mmf2 skills are lacking) I will finish the project though but for now I`m just trying to learn how to work with this new software. I thought platformers was a good starting point so thats what I`m doing at the moment.
I still need help with the aiming, so thanks for the link I`ll check it out right away. I was thinking about removing the arm from the animation and rotating it but then I thought that doing this might be able to create weird bugs/lagg were the arm goes away.. but then again, the chances for that are probably very small. Best way would be to attach it with an "always" event and just change the arms animations I take it?
Whatever event you've got to update the position of the character's body, update the position of the arms in the same event. In theory, as long as you set the position of the arms after, but in the same loop as, the body, then it'll be ok. You might find it looks weird anyway, but it's worth a try.
If you're going to do what Lonn suggested, then you should make the top parts of the walls a lighter colour. It'd make it obvious which floor is higher than the other.
you could do it like adam's, you'd just need to implement a code to position the tops of things farther away from their bottoms based on how far they are from the vanishing point in each room(the average position of all corners), or you could just do it by hand, i dont like b, because in that view enemys could be covered by a wall, which is annoying can make you avoid placing things up against a wall
srry i didnt know these posts were old, im new to the forums so everythin has a yellow bulb, hence i think its new, i generally dont check the date before posting excuse me