Top-down World with Elevation or Platformer with Depth?

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  • I've been searching all over the net with no real results and I'm wondering if it's just poor keyword choice. I'm attempting to make a platformer with 8way movement. Some video game references:

    The Legend of Zelda: A Link to the Past

    LittleBig Planet

    Super Mario RPG

    Sonic 3D Blast

    I've found some isometric samples but they don't take into account jumping or elevation change. Does anyone know of any good sources on the internet I may be able to look at regarding this? Doesn't matter what programming language it's presented in, I can pick most of it apart.

  • Google mode 7.

    Top down, yes.

    Platform, nope.

  • Out of the 4 games you've listed there are 3 different 'styles' The Legend of Zelda is clearly top down, little big planet I'm sure is platform, though I've never played it. Both Super Mario RPG and Sonic 3D blast are isometric..

    It seems like you're trying to make a 3D game in a 2D engine. It is possible and has been done, not only in Contruct but other places too. But why make it hard for yourself trying to make 3D out of 2D and just go 3D? Personally, I'd suggest working in a 3D environment. Try to learn OpenGL or DirectX depending on what you're looking for. If you'd rather stay away from the coding part or you just love C2's inbuilt functionality, take a look at Q3D It's a 3D plugin for Construct. you could use it to make a 2D platformer with a depth in background.. so I guess it's kinda 2.5D.

    I hope at least some of this helped

  • To Q3D: OOOO! I'm going to have to take a closer look at that.

    But as far as what I'm attempting to do, even Mode 7 seems advanced in comparison. Everything is definitely rendered in 2D. However, say I were playing a platformer where I don't have to walk linearly on a path, but also walk up and down in 8d movement. I gave example of LittleBig Plantet because while the game functions like a 2D platformer, the first 2 games also have 3 depth layers the player can travel on. Or like Zelda, there are instances where the player can jump off the edge of a cliff into water. In that example it's all still 2D but it has the illusion of 3D.

  • Here we go. First 20 seconds or so of Link jumping down are a perfect example.

    The Legend of Zelda: A Link to the Past (SNES) Ex…:

    I have some pseudo code written and I have an idea on how to do it, I just need to get to my computer tomorrow and try it. I was just really hoping to compare with existing code to see how close I am. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

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  • Thats just top down with oblique drawn graphics.

    Turn off collisions if you are using the solid behavior.

  • Right, but height is a factor and collision is a thing depending on placement. Just saying. *laughs*

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