Hello, everyone, I m new to game making and I have a question wanna ask. Is that possible to use isometric z as y to achieve this jump effect? From my understanding that the z axis could be regarded as the height or elevation, but after all it’s in 2d, what do you guys think, it’s that possible to make a curve jump like this in 2d isometric view?
yes its possible but the z wont do anything in this case its all about the x and y
Games like this are generally called 2.5D games and they are hugely popular because of easy 2D controls and yet you can make amazing visuals and world depth.
There are many ways to make them. Here’s a few ways:
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a true 3D world that has constraints to keep action in a plane. This plane could be completely flat, or could be curving like a vertical ribbon (see link below)
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a true 3D world but with 2D colliders and everything moving is driven by 2D physics (in Unity this means everything happens at Z == 0)
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any other custom way of causing it all to happen precisely how you want in 2D within a 3D world (think something like Streetfighter in 3D where all action is in a plane, but the plane can move around in the world as the players move)
As for the vertical ribbon idea, the other day I threw this together… links to all code and project in the comments;
thanks for the reply, do you mind to explain the detial how to make the character jump in the isometric view? since its in 2d, there are only x and y axis, how to make a fake z-axis?
to put it simply a jump in 2d is just a change on the y axis, but with a jump animation
you will need to create a character elevation variable that measures the current height of the character
then your actual display y will be y+elevation
you will have to create a fake 3d environment for collisions, and then your fake 3d coordinates(x,y,z) must be converted to display coordinates (x,y+z)
You bloody genius, badly inspired me, THANKS BRO! BTW is this the best and main practice ever ? Is there any approach else?
