Spam1985
Member
Hi there. I'm making a top-down 2.5D game with the ability to jump on top of objects.
This is all working quite well mechanically, but aesthetically I have 2 problems:
(This is an image from "The Chaos Engine" to demonstrate the kind of perspective I am using. It's basically a 50/50 between top view and side view)...
-When the player is standing on top of an obstacle, let's say a box, his shadow sprite will clip over the edges of the obstacle, "floating" in the air unnaturally. Is there a good solution for this?
-Depth is sorted in the typical way (depth =-y) but this causes problems when the player is standing on top of objects. As an example, let's say there are two adjacent boxes on the Y axis. The player is standing on the top box, but as the bottom box has a higher depth, it is drawn over parts of his sprite. What is the best depth solution here?
Thanks for taking the time to read this and I truly appreciate any help you can give me.
This is all working quite well mechanically, but aesthetically I have 2 problems:
(This is an image from "The Chaos Engine" to demonstrate the kind of perspective I am using. It's basically a 50/50 between top view and side view)...
-When the player is standing on top of an obstacle, let's say a box, his shadow sprite will clip over the edges of the obstacle, "floating" in the air unnaturally. Is there a good solution for this?
-Depth is sorted in the typical way (depth =-y) but this causes problems when the player is standing on top of objects. As an example, let's say there are two adjacent boxes on the Y axis. The player is standing on the top box, but as the bottom box has a higher depth, it is drawn over parts of his sprite. What is the best depth solution here?
Thanks for taking the time to read this and I truly appreciate any help you can give me.