Make 2D Topdown Sprite Looks 3D Tutorial UPDATED!
#81
Posted 21 January 2012 - 09:29 PM
BTW, great example, and great concept to share with those looking to break the 2d mold, but not ready to dive head-first into GM's sub-par 3d capability.
While the example provides a great technique to layer the sprites in perspective, the layer script appears to assume that the object is always centered in the view. It's good enough to create the intended illusion, however, based on the orientation of the view (straight down), objects should progressively offset their layers from their origin depending on their distance and orientation from the center of the view.
Said more simply, the further an object resides from center, each layer of the object should be slightly further away from it's x/y origin. The example "hard-codes" the distances for each layer, not allowing for any dynamic adjustments to occur.
This is most evident with the trees in the 3D_boy example. The tree next to the boy is oriented exactly the same as a tree near the edge of the screen, where thefarther tree should "skew" away from center, to some degree.
This is obviously nit-picking, but it is a missing component that keeps this great example, from beeing an awsome one.
Grey Matter
#82
Posted 21 January 2012 - 11:11 PM
I don't post often, and this topic may be dead, but I had to comment as I am working on a project using the same technique.
BTW, great example, and great concept to share with those looking to break the 2d mold, but not ready to dive head-first into GM's sub-par 3d capability.
While the example provides a great technique to layer the sprites in perspective, the layer script appears to assume that the object is always centered in the view. It's good enough to create the intended illusion, however, based on the orientation of the view (straight down), objects should progressively offset their layers from their origin depending on their distance and orientation from the center of the view.
Said more simply, the further an object resides from center, each layer of the object should be slightly further away from it's x/y origin. The example "hard-codes" the distances for each layer, not allowing for any dynamic adjustments to occur.
This is most evident with the trees in the 3D_boy example. The tree next to the boy is oriented exactly the same as a tree near the edge of the screen, where thefarther tree should "skew" away from center, to some degree.
This is obviously nit-picking, but it is a missing component that keeps this great example, from beeing an awsome one.
Grey Matter
This has been fixed by YellowAfterLife:
YellowAfterLife modified this example to move both directions and varied offsets based on it's x/y positions from the center of the view.
Here is the gm81 file: Download make_2D_sprite_look_3D.gm81
All credit to him.
#83
Posted 22 January 2012 - 04:30 PM
#84
Posted 23 January 2012 - 02:40 AM
#85
Posted 07 February 2012 - 02:04 PM
#86
Posted 12 February 2012 - 03:18 PM
#87
Posted 13 February 2012 - 02:29 AM
Sometimes it looks better that way. Sometimes.I don't post often, and this topic may be dead, but I had to comment as I am working on a project using the same technique.
BTW, great example, and great concept to share with those looking to break the 2d mold, but not ready to dive head-first into GM's sub-par 3d capability.
While the example provides a great technique to layer the sprites in perspective, the layer script appears to assume that the object is always centered in the view. It's good enough to create the intended illusion, however, based on the orientation of the view (straight down), objects should progressively offset their layers from their origin depending on their distance and orientation from the center of the view.
Said more simply, the further an object resides from center, each layer of the object should be slightly further away from it's x/y origin. The example "hard-codes" the distances for each layer, not allowing for any dynamic adjustments to occur.
This is most evident with the trees in the 3D_boy example. The tree next to the boy is oriented exactly the same as a tree near the edge of the screen, where thefarther tree should "skew" away from center, to some degree.
This is obviously nit-picking, but it is a missing component that keeps this great example, from beeing an awsome one.
Grey Matter
#88
Posted 15 February 2012 - 07:47 PM
I don't post often, and this topic may be dead, but I had to comment as I am working on a project using the same technique.
BTW, great example, and great concept to share with those looking to break the 2d mold, but not ready to dive head-first into GM's sub-par 3d capability.
While the example provides a great technique to layer the sprites in perspective, the layer script appears to assume that the object is always centered in the view. It's good enough to create the intended illusion, however, based on the orientation of the view (straight down), objects should progressively offset their layers from their origin depending on their distance and orientation from the center of the view.
Said more simply, the further an object resides from center, each layer of the object should be slightly further away from it's x/y origin. The example "hard-codes" the distances for each layer, not allowing for any dynamic adjustments to occur.
This is most evident with the trees in the 3D_boy example. The tree next to the boy is oriented exactly the same as a tree near the edge of the screen, where thefarther tree should "skew" away from center, to some degree.
This is obviously nit-picking, but it is a missing component that keeps this great example, from beeing an awsome one.
Grey Matter
That's does looks better in theory, but will require better and even more sprites for the layers. Just my opinion, my robot sprite looks odd when drawn using that method (because of it's using only three layers). But, I think you're right, It's better to call this example "Make 2D Topdown Sprite Looks Isometric" or something like that instead. Well, feel free to use or edit my scripts to suit your needs.
#89
Posted 23 February 2012 - 06:03 AM
Sadly the technique gets a little draining when you create 10+ layers and have to animate most of them just for 1 sprite character, but since the character layers can be broken into group such as pants, shirt, shoes, and head (event if each of these groups have 2 or more layers included in them) you can reuse the same sprites to create a larger number of characters.
3 pants times 3 shirts times 3 heads gives you 27 complete characters to fill in your world. (Works best for creating generic characters to fill in towns and the like)
My sprites look better, but still need some more work. Currently sprites turn out very small compared to the size of my screen, so are barely recognizable.
Part of the problem has been that I am working without reference images to show sizing, and part is do to still developing my own art style.
#90
Posted 28 February 2012 - 07:06 PM
#91
Posted 18 August 2012 - 07:55 PM
Appreciate any info...
Thanks!
-miguel
#92
Posted 21 August 2012 - 11:23 AM
#93
Posted 10 June 2013 - 11:18 AM
PLZ !!! TELL ME HOW TO MAKE HEALTH BAR IN THIS WAY OF 3D ?!
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