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Make 2D Topdown Sprite Looks 3D Tutorial UPDATED!


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#81 Grey Matter

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Posted 21 January 2012 - 09:29 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.


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#82 kalzme

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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.




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#83 ralf2000

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Posted 22 January 2012 - 04:30 PM

I love this way of drawing things =D It looks awesome, definitely gonna be using it in my RTS if you're alright with it. Full credit will be given ofc =)
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#84 Craig321

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Posted 23 January 2012 - 02:40 AM

I would really love to see this it would help with the game im making right now so much, but Game maker 7 is all they have for mac and I cant open it /: Can anyone help me out?
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#85 _250206

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Posted 07 February 2012 - 02:04 PM

jaw dropped! :o
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#86 greyzebra

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Posted 12 February 2012 - 03:18 PM

Awesome. Thanks for sharing!
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#87 gmx0

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Posted 13 February 2012 - 02:29 AM

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

Sometimes it looks better that way. Sometimes.
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#88 Fihrilkamal

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Posted 15 February 2012 - 07:47 PM

Thank you all for your sweet comments, you don't need to give me any credit if you want to use it in your game, but it will be really appreciated. I'm excited to see completed games that made using this technique of drawing, so feel free to post a link of those here.

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. :turned:
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#89 Thagrahn

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Posted 23 February 2012 - 06:03 AM

I have to say that this technique has help me improve the look of my sprites for top down looks.

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.
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#90 Colton530

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Posted 28 February 2012 - 07:06 PM

I was making a topdown 3D game and got stuck when I couldn't think of ways to change clothes on the model. Thanks man. :D I'm changing stuff over right now.
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#91 Migsta

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Posted 18 August 2012 - 07:55 PM

I saw in this 2D topdown sprite looks 3D Organic example that if I made the depth of the shadow above the character(so he walks under the shadow) that when he walks it is above the shadow, and when he stops he is below the shadow. Any idea how to fix this? It looks cool when the character is in the shdow and not walking above them.

Appreciate any info...

Thanks!

-miguel
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#92 cj sniper 98

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Posted 21 August 2012 - 11:23 AM

Damn , this awesoooooooooooooooooooome, dude. I'm waitnig for your projects
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#93 mrpopiolo

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Posted 10 June 2013 - 11:18 AM

PLZ !!!  TELL ME HOW TO MAKE HEALTH BAR IN THIS WAY OF 3D ?!


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