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added 151 characters in body
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Iain
  • 6.5k
  • 3
  • 34
  • 46

2 options:

  • You could treat it as a 3D game with a fixed orthographic camera. Then you could use any standard 3D games resources / books / tutorials / libraries. Even if it rendered in 2D with sprites, the maths for movement etc would still be 3D behind the scene. This would give you the most accurate results.

  • You could treat it as a top-down 2D game, with an added height property. For example, imagine a 2D grid where each tile has a height value. When moving from one tile to another, you only let a character pass to a particular tile if the characterscharacter's feet are above ofor equal to the height of that tile, but if they are jumping and gravity brings them down on top of a tile, you let them remain there. With a bit more work you could make it so you can walk under bridges etc.

2 options:

  • You could treat it as a 3D game with a fixed orthographic camera. Then you could use any standard 3D games resources / books / tutorials / libraries.

  • You could treat it as a top-down 2D game, with an added height property. For example, imagine a 2D grid where each tile has a height value. When moving from one tile to another, you only let a character pass to a particular tile if the characters feet are above of equal to the height of that tile, but if they are jumping and gravity brings them down on top of a tile, you let them remain there. With a bit more work you could make it so you can walk under bridges etc.

2 options:

  • You could treat it as a 3D game with a fixed orthographic camera. Then you could use any standard 3D games resources / books / tutorials / libraries. Even if it rendered in 2D with sprites, the maths for movement etc would still be 3D behind the scene. This would give you the most accurate results.

  • You could treat it as a top-down 2D game, with an added height property. For example, imagine a 2D grid where each tile has a height value. When moving from one tile to another, you only let a character pass to a particular tile if the character's feet are above or equal to the height of that tile, but if they are jumping and gravity brings them down on top of a tile, you let them remain there. With a bit more work you could make it so you can walk under bridges etc.

Source Link
Iain
  • 6.5k
  • 3
  • 34
  • 46

2 options:

  • You could treat it as a 3D game with a fixed orthographic camera. Then you could use any standard 3D games resources / books / tutorials / libraries.

  • You could treat it as a top-down 2D game, with an added height property. For example, imagine a 2D grid where each tile has a height value. When moving from one tile to another, you only let a character pass to a particular tile if the characters feet are above of equal to the height of that tile, but if they are jumping and gravity brings them down on top of a tile, you let them remain there. With a bit more work you could make it so you can walk under bridges etc.