Game maker isometric jumping




















New posts. Log in. For a better experience, please enable JavaScript in your browser before proceeding. Isometric Jumping question. Thread starter mhermann Start date Oct 10, So i am working on a wrestling game and I need a push in the right direction. I need movement like a beat em up, so I am assuming I should be looking into isometric movement.

But I also need to be able to jump and climb. Is this still the right area I should be looking at. I will have 3 different "platforms" in the game. The fighting can be done in the ring, on the floor outside of the ring and the users will also be able to climb the top rope of the ring. So I need "3d" like movement for a 2d game. I know this has been done, but I am not sure the right search terms I should be using.

I am just looking for a friendly push in the right direction. I'm presently working on an engine that does this, but it isn't ready for publication yet, and it isn't isometric.

Collisions are a little trickier, but still not too difficult. I use the collision mask of my sprites to represent the footprint of the sprite, and if there is an overlap of footprint, then the collision event checks to see if there's an overlap of the z-values of the two instances, and their height -- if not I exit the collision; if so, then there's a "real" collision. This results in a pseudo-3d collision area that is a box or cylinder shape. In GMS1. Log in Register. What's new.

New posts. Log in. For a better experience, please enable JavaScript in your browser before proceeding. Thread starter hughrock18 Start date Apr 12, Tags 2.

I am attempting to produce an isometric game that allows the player to jump on multiple "z heights" of platforms. So instead of going through the hassle of putting my code up here, I would like to know if anyone has any links, details, information, or anything about another functional 2.

I feel like I don't have a proper grasp on collision functions and how they interact when colliding with multiple instances at once combined with considering the z pos and how to get the game to understand that you can go over one object and under another at the same time.



0コメント

  • 1000 / 1000