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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Nov 02, 2004 12:30 am Post subject: |
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Aptyp wrote: | LeoDraco wrote: | 3-D, with a freely rotatable camera. |
That's not top-down, sir. |
Nor is isometric, for that matter. Which was something you (indirectly) suggested. And perspective views can still be done with tiles. (I.E., a 3-D perspective can still be made without an actual 3-D engine, although it looks/acts funky.) _________________ "...LeoDraco is a pompus git..." -- Mandrake
Last edited by LeoDraco on Tue Nov 02, 2004 12:58 am; edited 1 time in total
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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Tue Nov 02, 2004 12:41 am Post subject: |
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LeoDraco wrote: | a 3-D perspective can still be made without an actually 3-D engine, although it looks/acts funky.) |
Like the dungeons in the zelda games? _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Nov 02, 2004 1:00 am Post subject: |
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XMark wrote: | LeoDraco wrote: | a 3-D perspective can still be made without an actually 3-D engine, although it looks/acts funky.) |
Like the dungeons in the zelda games? |
The Golden Sun games also did a similar thing. For a non-top down view, many of the Resident Evil games (well, perhaps, most of the PSX-era games) utilized a static background image taken from some perspective, and did funkiness with the character models to simulate 3-D environments. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 02, 2004 2:58 am Post subject: |
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Quote: | Resident Evil games (well, perhaps, most of the PSX-era games) utilized a static background image taken from some perspective, and did funkiness with the character models to simulate 3-D environments |
Yeah I've been trying to think up some way of doing this myself. It's seems pretty simple- could be very easy to do OGL. Just take out the scene rendering and only render objects, using the scene as a static backdrop. BTW- little bit of history- this was originally done in the first Alone in the Dark Game. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Aptyp Egg-Sucking Troll Humper
Joined: 09 Jun 2004 Posts: 36
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Posted: Tue Nov 02, 2004 3:37 am Post subject: |
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LeoDraco wrote: | Nor is isometric, for that matter. Which was something you (indirectly) suggested. |
It's possible to impose isometric perspective on 3D camera, but I'll just say that what I meant was freely rotatable camera does not really fit in the definition of top-down perspective.
Quote: | And perspective views can still be done with tiles. (I.E., a 3-D perspective can still be made without an actual 3-D engine, although it looks/acts funky.) |
Ultima 6, 7? Top-down render of a room? None of those look really good, frankly. Ultima perspective actually caused sea sickness in several "test subjects" of mine, so I had it removed :)
Besides, fixed 3D camera would make character control a difficult matter, which is important during combat.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Nov 02, 2004 3:45 am Post subject: |
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Mandrake wrote: | Quote: |
Resident Evil games (well, perhaps, most of the PSX-era games) utilized a static background image taken from some perspective, and did funkiness with the character models to simulate 3-D environments |
Yeah I've been trying to think up some way of doing this myself. It's seems pretty simple- could be very easy to do OGL. Just take out the scene rendering and only render objects, using the scene as a static backdrop. BTW- little bit of history- this was originally done in the first Alone in the Dark Game. |
Depth information could be stored on the static image. (Possibly as alpha values, but, eh.) Then you would only render models/objects if their depth value is closer to the camera than the image's depth value. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Tue Nov 02, 2004 5:36 am Post subject: |
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While not good for anything, Poobum 2003 used an effect like this. I would set a 'horizon' where the character would be 0 pixels high and a multipler.
So the height of the character would be: (ScreenY-Horizon)*Multiplier.
The further the character moved down the screen the bigger it would become. Movement speed was also scaled the same. _________________ https://numbatlogic.com
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