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pseudo 3d and how to make it?

  • i saw a 2d game in youtube.from neo geo the game called blazing star.at 4.38 of the video the backround is something like pseudo-3d which gives amazing depth in the game moving at the x axis.

    Anyone have an idea how they made it?i make a scene in blender i animate it on x axis to give it motion.it takes around 30 frames.i create a sprite, import the frames of blender rendering, and try it out.but no way to make it work it uses too much memory in c2.have anyone try something at least similar

    youtube.com/watch

    any help or idea will help.

  • Well that may indeed be 3d.

    Something similar is doable by changing different layers parallax scroll rates differently than those in the mid, and foreground.

  • A 3d image that scrolls?..

  • It seems a trick but I'm not sure how to do it.

    I attempted to recreate this .capx using multiple layers and parallax as newt said, I had no idea how to make this similiar one

    https://dl.dropboxusercontent.com/u/76227787/2.5dfixed.capx

  • Well the 3d part could be accomplished with the Rojo's Paster plug, but its not quite ready for prime time yet.

  • Just model a 3d scene for your background in blender, and render a pan.

    When you want your c2 scene background to pan just play the frames forward and backward.

    That is all Rare did for the Killer Instinct backgrounds.

  • jojoe it seems good idea, animated background with loop.

  • Hmmm... It's looks 3d, but it's pixelated. A lot of the art assets appear to have been scaled up too, especially the baby looking thing toward the end of the video.

    What I'd do is model it in 3d like jojoe said, render a pan, and scale it down to pixelate it to save space. You may need to touch it up depending on what software you use. You only need half the frames of the animation and then flip the frames to complete the pan animation.

    <img src="http://sebastianchamplain.com/temp/blazingStarTiles.png" border="0" />

    In addition, you can save space by only animating the base to where it meets the pillar. Make the pillar a tiled sprite and have it scroll with the base animation. Then you can flip the base to make the top support. If you want to save more space, I'd stop the animation when it got close to the edge of the screen and just let the last still frame scroll off the edge. I doubt anyone would notice it's missing a few frames at the end because the player's eyes are going to be focused around the ship and what's scrolling in from the right.

  • Wow! blazeing star is a sidescroller. Sorry I was thinking of the Neo-Geo game King or Fighters.

    The same things apply though, here is a 5 minute dojo I made for a fighting game-like scenario:

    https://docs.google.com/file/d/0B7p8-X5UMeryUE1rMXROdkl6dUE/edit?usp=sharing

    Left and right arrows will pan. I would add some sprites in the foreground too to give it depth.

    @Sebasitan has the right idea for saving space. I like the mirror idea a lot. I want to give it a try sometime :)

    Getting the lighting to look right might be tricky, but I bet it can be done.

  • last night i tried it again resolution 1280*720 rendered in blender3d 9 frames.i resize it to 960*540 and import it to c2.In my phone cocoonjs crash down in the tablet was almost smooth.it uses 64mb of ram.the problem is that i think the more frames the more smooth is the animation.so with only 9 frames i rendered and used the backround runs terrible..but the thing is that if i use more frames the memory will increase dramatically decreasing the fps.

    ill try what Sebastian said.

    @everyone thanks a lot for your help.

  • jojoe Nice one! there a problem is memory. Not all computers can handle this memory, until cut some parts and make repetive as Sebastian provided his idea is better because it would help to mantain memory, I would love to try it, if we have an asset.

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  • Oh and another thing.this type of game dont need left and right animation.if you press left arrow the animated(?) backround will continue to move from the right to the left.i think that is a 3d animated scene in x axis from the right to the left.

    @jojoe epic job in the 3d fighting game mate..very very good

  • I'll just leave this here.

  • last night i tried it again resolution 1280*720 rendered in blender3d 9 frames.i resize it to 960*540 and import it to c2.In my phone cocoonjs crash down in the tablet was almost smooth.it uses 64mb of ram.the problem is that i think the more frames the more smooth is the animation.so with only 9 frames i rendered and used the backround runs terrible..but the thing is that if i use more frames the memory will increase dramatically decreasing the fps.

    ill try what Sebastian said.

    everyone thanks a lot for your help.

    The background animations can get really big.

    Killer Instinct CHD was 100 megs in a compressed image.

    For a phone game Paralax and animated sprites are the way to do it.

  • Glad I could be of some help! I have a couple more ideas for saving space, but they would be hard to explain without providing lengthy examples. I'm just a game artist with little to no programming skills. :/

    @spy84

    How about just skipping rendering the 3D model all together? Do you just want it to look 3D or does it have to be a pseudo-3D look?

    I think the best way to achieve a 3D look with 2D sprites is to just create a multi-layered image and use parallax to fake it. It'll take some time, but it's very doable in C2 and with fewer events and you can maybe even do away with any animation frames.

    If you want to better the illusion, you can also apply some image rotation, add squash/stretch to the images, add blend effects and use some image swapping when you can't bend and twist the images anymore without breaking it.

    Something like this:

    Head Rotation with 2D Images

    It's done in After Effects on a 3D canvas, but all the images are 2D. The 3D canvas makes the animation easier, but it's not required to achieve the effect.

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