For the 3D grass, I overlay 16 3D plane with a green dot texture. The dots are more or less big according to the height which gives this illusion of volume.
Everything is realized in 3D model for the visual but the physical engine is managed in 2D
It's complicated to explain but the character's Y position depends on a variable that increases and decreases according to his position. The higher the variable, the higher the character will be and vice versa. When you make a jump, the variable increases at first and then decreases little by little to make the character go back down to give this abstraction effect with gravity. I will make the game files available when the project is more advanced.
Cool, i think i did the same thing, only in top down, so im guessing you tween the y value in side mode, instead of the z value in top down. Thanks for the enlightening info!
Very nice. I can't imagine how you got collisions working considering how it works in 2d. If you can get mouselook working with this moving and environment geometry ... two thumbs up.
Comme j'ai déjà précisé, pour le moment je débute les expérimentations de jeu 3D et je mettrais le fichier du projet GDevelop quand ce sera un peu plus optimisé et surtout plus fourni en contenue.
La démo est très stylé et l'herbe est juste incroyable ! (approuvé par toutes les personnes autour de ma personne) J'aimerais savoir comment tu as pour pouvoir le reproduire moi aussi pour des futurs projets 😁
Merci du compliment 😁 Je mettrais à disposition les fichiers sources du pro,jet quand il sera plus avancé mais dans un premier temps je t'encourage vraiment à télécharger l'extension de PANDAKO qui gère les objet 3D 👌
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Good grief, and now you have collisions and movement working with slopes .... how? Guidance please! :)
Not for the moment. I will do this after I finish my project :)
how you make the character look up and down?
few questions :
How did you make the grass like that? it looks like a 3D grass model, but the grass plane goes so far my laptop should have blow up by now XD
Generally how do you build this level? is all of it just 3D models?
For the 3D grass, I overlay 16 3D plane with a green dot texture. The dots are more or less big according to the height which gives this illusion of volume.
Everything is realized in 3D model for the visual but the physical engine is managed in 2D
how did you do the jumping thing?
It's complicated to explain but the character's Y position depends on a variable that increases and decreases according to his position. The higher the variable, the higher the character will be and vice versa. When you make a jump, the variable increases at first and then decreases little by little to make the character go back down to give this abstraction effect with gravity. I will make the game files available when the project is more advanced.
Cool, i think i did the same thing, only in top down, so im guessing you tween the y value in side mode, instead of the z value in top down. Thanks for the enlightening info!
Very nice. I can't imagine how you got collisions working considering how it works in 2d. If you can get mouselook working with this moving and environment geometry ... two thumbs up.
Comment l'avez-vous fait? Si vous ne pouvez pas tout expliquer sur la façon dont vous l’avez fait, puis-je voir le fichier du projet GDevelop?
Comme j'ai déjà précisé, pour le moment je débute les expérimentations de jeu 3D et je mettrais le fichier du projet GDevelop quand ce sera un peu plus optimisé et surtout plus fourni en contenue.
La démo est très stylé et l'herbe est juste incroyable ! (approuvé par toutes les personnes autour de ma personne) J'aimerais savoir comment tu as pour pouvoir le reproduire moi aussi pour des futurs projets 😁
Merci du compliment 😁 Je mettrais à disposition les fichiers sources du pro,jet quand il sera plus avancé mais dans un premier temps je t'encourage vraiment à télécharger l'extension de PANDAKO qui gère les objet 3D 👌
WithThreeJS Extension for GDevelop by PANDAKO (itch.io)