Hi,
Does anyone have any ideas about how I get a character to swim underwater in an isometric based game. The actual technical side of things is fine, but when the character gets so deep in the water, the view of him is blocked by the surrounding tiles. Does anyone know how I could implement the swimming differently to overcome this problem. A full 3D engine is out of the question.
cheers,
Andrew.
August 27, 2000 09:30 AM
What kind of swimming are we talking about here deep sea diving or close to the surface swimming. If your talking about surface swimming I would just do some collision detection so he doesnt go to deep or something like
if (player[1].y>(water_height+player[1].height))
{
player[1].y = (water_height+player[1].height);
}
but if you want him to go that deep then I sugest mabey two different views simmilar to rotation but if its 2D you can draw the playe and seen two different ways to simulate 3D.
I hope that this helps.
Nick
if (player[1].y>(water_height+player[1].height))
{
player[1].y = (water_height+player[1].height);
}
but if you want him to go that deep then I sugest mabey two different views simmilar to rotation but if its 2D you can draw the playe and seen two different ways to simulate 3D.
I hope that this helps.
Nick
September 01, 2000 03:26 PM
I''m not sure of the exact code, but you could use an overlay, or an image that isn''t completely solid (There are transparent pixels mixed into the solid image of the character). Also, you could make an image of a character swimming, and simply set that as the player.
This topic is closed to new replies.
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