Information

Author:
    HeroofTime55
Rating:
    9.4 (50 votes)
Type:
    Example
Language:
    GM 6
Reviews:
    None
Submitted:
    January 21, 2007
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Download:
    DOWNLOAD (1040)
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Fake 3D for TDS
This example shows how to get a simple 3D effect in a TDS.

It's nothing more than a simple scaling effect. Essentially, I scaled the entire view rather than individual sprites, and then I filled in the spaces by drawing textured primitives. The result is a very nice 3D effect.

Update: Fixed a minor bug where a 1 pixel gap appeared between the roof and the walls.

(c) 2007 HeroofTime55

Give credit if used.


Target platforms:



69 Results
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Pretty dang good! 10/10!
Posted by Fiender January 21, 2007 17:08 - 10.6 years ago
| [#01]

Wow, that is suprisingly good, 10/10
Posted by Siert January 21, 2007 17:17 - 10.6 years ago
| [#02]

Easy to follow and great example!
10/10
Posted by Stuch January 21, 2007 17:18 - 10.6 years ago
| [#03]

Quote
Wow, that is suprisingly good, 10/10

Surprisingly good? This is HeroofTime55 we're talking about.

Excellent example. Easily customizable and it looks very smooth in general.
Posted by Polystyrene Man January 21, 2007 17:31 - 10.6 years ago
| [#04]

Know what's easier?
Just using d3d.

Still, not bad.
Posted by Requiem January 21, 2007 17:32 - 10.6 years ago
| [#05]

Very nice.I will probualy use this in an upcoming game of mine.
With credit of course...:)
Posted by drhowell440 January 21, 2007 17:35 - 10.6 years ago
| [#06]

That is GOOD!
Posted by redsoxguy1918 January 21, 2007 17:37 - 10.6 years ago
| [#07]

Thats pretty kick ass.
Posted by Kaz January 21, 2007 17:47 - 10.6 years ago
| [#08]

All i can say is...
wow, pretty freekin good.
9/10
Posted by LoserHands January 21, 2007 17:49 - 10.6 years ago
| [#09]

Nice! Works flawlessly.
10/10
Posted by gtvg January 21, 2007 18:16 - 10.6 years ago
| [#10]

very cool. Im not sure if it is possible to fix, but when you move it looks a little 'glitchy' on the edges. 9/10
Posted by Alert Games January 21, 2007 18:25 - 10.6 years ago
| [#11]

Quote: JakeX
Know what's easier?
Just using d3d.

That might defeat the purpose of a 'fake 3D' example, no?
Posted by Polystyrene Man January 21, 2007 18:33 - 10.6 years ago
| [#12]

Quote: P-Man
Surprisingly good? This is HeroofTime55 we're talking about.

That just made my day :D
Quote: JakeX
Know what's easier?
Just using d3d.

Yes and no. Though it gives you full control over everything 3D, it would also force you into making everything 3D compatible. This is something small that can be implemented into almost any 2D game.
Quote: Alert Games
very cool. Im not sure if it is possible to fix, but when you move it looks a little 'glitchy' on the edges. 9/10
Yeah, this is a problem. I tried to minimize it by changing the texture for the sides, and it greatly reduced the problem, though it failed to eliminate it.
Posted by HeroofTime55 January 21, 2007 18:50 - 10.6 years ago
| [#13]

Beuatiful!
Posted by anti January 21, 2007 18:56 - 10.6 years ago
| [#14]

Red Zone(I think) for sega genesis had something like that. Except it didn't have textures. That is a great example to help TDS from looking so flat.
Posted by Scott_AW January 21, 2007 18:56 - 10.6 years ago
| [#15]

Quote
Yes and no. Though it gives you full control over everything 3D, it would also force you into making everything 3D compatible. This is something small that can be implemented into almost any 2D game.
Technically, there's not much of a difference. All the d3d_* functions can be used whether you're in 3D "mode," or not. The only real difference is that in 3D mode you have a z-buffer, and in 2D mode, you have surfaces. So, hopefully, what JakeX had been getting at is that there's no reason to use the primitive functions, since the d3d functions do the same thing. I haven't tested for a speed difference, but if there is one, I'm betting on d3d_* to be a little faster.
Posted by Xemrel January 21, 2007 19:05 - 10.6 years ago
| [#16]

awesome, I might use this for my TDS halo game! I'll give credit, of course. Very useful codes. 10/10
Posted by ZeroSoul January 21, 2007 19:28 - 10.6 years ago
| [#17]

eeehhh...nevermind, my blocks' origins were set to 0,0 so this throws things off. Its still really good, I might use it in future games, just not this one. =P
Posted by ZeroSoul January 21, 2007 20:18 - 10.6 years ago
| [#18]

Wow, pretty hard to believe it's 2007 already.
-Flea-
Posted by Flea1991 January 21, 2007 20:24 - 10.6 years ago
| [#19]

ah...
smooth? no
easy and efficient? fuck yeah.
Posted by LoserHands January 21, 2007 20:31 - 10.6 years ago
| [#20]

69 Results
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