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Luis Diaz
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Luis Diaz
published the game
Sep 25, 2017 6:38 PM
A Place for the Unwilling
"A Place for the Unwilling" is an open-world adventure game about the last days of a dying city. Time is always running and, no matter what you do, the ending is always drawing closer.
Game
LD
Luis Diaz
published the article
Sep 25, 2017 6:36 PM
A Lick Of Urbanistic Paint
How collaborating with a game urbanist helped us improve our project
A Lick Of Urbanistic Paint
Article
DD
Dfyghtjh Degrg
5 months ago
PGA Tour 2017 Live Online
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Luis Diaz
published the article
Sep 25, 2017 6:35 PM
What I learned from trying to make an Isometric game in Unity
Making an isometric game is far from being an easy task, here are a couple of helpful tricks to improve your workflow.
What I learned from trying to make an Isometric game in Unity
Article
LA
Lernie Ang
13 days ago
@Aedous I've been up until recently been using Construct 2 doing some RnD for an isometric game I'm developing. I will be jumping to Unity to develop this game to the full, but I wanted to share a novel technique for sorting that hopefully would be of some help. I've explored the some of the principles mentioned in this article using C2, but one the biggest issues I had was sorting the player sprite with an 'irregularly-shaped' sprite. By 'irregular' I also mean thin walls, and sprites that go way beyond the bounds of an isometric tile. The goal of the technique was to find a way to sort regardless of the shape, so I went to Photoshop to work out the logic. :-) I've written a quick article on the principle of this method, though I admit it may lack a few explanations. I was more interested in writing it down as a note than a tutorial. https://c2isogame.wordpress.com/2017/12/15/another-method-for-z-sorting/
The principles are this: - The player sprite has a 'sorting collider' which is shaped like a thin bar below the player sprite. - The Y-offset this 'sorting collider' is from the base of the sprite depends on the aesthetics of the sorting result, and the proportions of the isometric tile (ie not all 'isometric' games are 2:1 tiles). - The 'sorting collider's' width should be slightly more than the width of widest animated frame in the sprite (if applicable) - All elements that are meant to be sorted must have a reasonably accurate collision shape representation. - The player sprite is, by default, on top. This can be done every tick if needed (in C2, it is done per tick) - When the player's 'sorting collider' hits any element's collision shape, the player goes behind that element. It's that simple. The link above features some GIFs to illustrate the result. best, lernie.
красиво но не играбельно персонажы - в это не хочетсья играть
Aedous
3 months ago
AedousNice method of working with Isometric, I'm currently doing the same and using a similar technique with the floor handles you have, however I don't use the Z value :D.
If you ever figure out a way to make things overlap, I would love to hear about it! Been struggling with trying to make it more designer friendly and logical, but so far it's not up to the standards that I would like.
Aedous
3 months ago
Nice method of working with Isometric, I'm currently doing the same and using a similar technique with the floor handles you have, however I don't use the Z value :D.
LD
Luis Diaz
published the article
Sep 25, 2017 6:35 PM
The Indie’s Guide to surviving events
All you need to know to plan events and come back alive from them
The Indie’s Guide to surviving events
Article
LD
Luis Diaz
published the article
Sep 25, 2017 6:35 PM
Crafting the looks of a unique city
How we are crafting the looks of our city, creating diverse environments while keeping its coherence
Crafting the looks of a unique city
Article
LD
Luis Diaz
published the article
Sep 25, 2017 6:34 PM
How Unity and Ink are helping us build a narrative game
Making crafting stories as easy as possible
How Unity and Ink are helping us build a narrative game
Article
SW
Sören Weber
3 months ago
A rather old post but really interesting. Did you solve translation of your game to other languages? Because ink itself doesn't have this feature built in.
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