Resources and Support | |
![]() |
![]() |
![]() ![]() |
Author | Message |
Plasmid_Blues
Seaman ![]() Joined: 29 June 2013 Online Status: Offline Posts: 3 |
![]() ![]() ![]() Posted: 29 June 2013 at 10:32am |
I've got a pretty good idea for a game, and I'd like to actually design it myself, pixel by pixel. Problem is, I'd like to create visuals via a DOOM-like (apparently) "mode 7" pseudo-3D perspective.
http://en.wikipedia.org/wiki/Mode_7 http://www.youtube.com/watch?v=O6QrRHP_7wk Basically like that.. How exactly would I approach this? I'm no expert pixel artist, but I believe that even if it takes me half of a decade or a whole decade, I will carry out this vision. If anything, I'd like to build up a very bare-bones basic tile set and take things from there, but I don't even know how to design the tiles with this perspective in mind.. The tiles that I've found using this style are basically top-down view of the floor, or a straight-ahead face forward view of the horizon/wall tiles.. So do I just pixel them in from those perspectives and let the coding/mode 7 deal with angling the tiles to give that 3-D feel? Am I just rambling, or does anyone understand where I'm coming from? Seems as though this isn't a very popular perspective to utilize.. ![]() Edited by Plasmid_Blues - 29 June 2013 at 10:40am |
|
![]() |
|
r1k
Commander ![]() ![]() Joined: 01 April 2014 Online Status: Offline Posts: 336 |
![]() ![]() ![]() |
mode 7 has some problems showing tiles that are supposed to have depth on the z-axis. Take this example:
http://worldonline.media.clients.ellingtoncms.com/img/photos/2011/08/24/mode7.jpg look at that building in the lower left. It looks totally flat because it pixelled from a top down/pokemon style angle, but its being stretched out into perspective and the screen is rotated. Take a look at this approach: http://img.photobucket.com/albums/v226/ccoa0/mode7.png all the things with z-axis depth are drawn over the screen as sprites (the tree, char, bridge rails), which is much more effective. This is the sort of think I associate with mode7 (lack of z-axis, made up for by drawing sprites over the screen without perspective). Something like doom where it actually is 3d with a z-axis feels more like normal 3d just with lower res graphics and using sprites instead of models. Doom can also scale sprites that are farther away. I dont think mode 7 could do that. Racing games on the snes like f-zero and mario kart used seperate smaller sprites as cars got farther away rather than just scaling 1 sprite. Is something like Doom what youre going for? For that I think doing tiles from top down perspective works fine since youre probably just drawing floors at that point, and you can actually add walls for things on the z-axis. IF you could clarify what type of thing you want to do with the perspective it would help though. Edited by r1k - 29 June 2013 at 11:16am |
|
![]() |
|
jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() ![]() ![]() |
I understand. I would think something like Wolfenstein might be the best base model. I'm no programmer/technician so look up resource data and info on a very early mock 3D game like that.
http://www.google.com/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1280&bih=899&q=wolfenstein&oq=wolfenstein&gs_l=img.3..0l10.1312.4797.0.5117.11.7.0.4.4.0.111.739.0j7.7.0...0.0.0..1ac.1.17.img.A7s8wyfZbZI#hl=en&site=imghp&tbm=isch&q=wolfenstein%20original&revid=194034885&ei=zCPPUe3-Dons8QThhIGADw&ved=0CA0QsyU&bav=on.2,or.r_qf.&bvm=bv.48572450,d.dmQ&fp=d1107d2e92f7de0c&biw=1280&bih=899&imgdii=_ |
|
|
|
![]() |
|
KittenMaster
Midshipman ![]() ![]() Joined: 23 November 2015 Online Status: Offline Posts: 83 |
![]() ![]() ![]() |
Wolfenstein 3D is super simplistic in that it only supports a static wall height. It's basically a 2D map mapped to 3D perspective through raycasting.
I don't think any version of DOOM uses Mode 7, not even the SNES port (which instead uses a Super FX chip to bypass hardware restrictions.) DOOM uses a voxel engine to draw 3D spaces. You're probably just best off drawing pixel art and plugging it into a voxel or polygonal engine, like this: http://www.youtube.com/watch?v=uAXA0zDIwJ0#t=47s (a DOOM mod). Just... for the love of all that is good have some sense to use different tiles for walls and floors. |
|
![]() |
|
KingGorillaKong
Midshipman ![]() ![]() Joined: 29 June 2013 Online Status: Offline Posts: 55 |
![]() ![]() ![]() |
@r1k Digging the second example you posted... Mostly because of my days fiddling around with RMXP and RMVX. Though... Those programs themselves have RGSS/Ruby capabilities to apply a Mode7 style of adventuring if my horrendous memory isn't failing me about this.
So in regards to the OP, depending on the level of development he is at, would it not be a good idea to look into RMXP/RMVX? |
|
![]() |
|
Plasmid_Blues
Seaman ![]() Joined: 29 June 2013 Online Status: Offline Posts: 3 |
![]() ![]() ![]() |
Honestly, I haven't done anything. I'm most likely going to have to spend a lot of time just honing what little skill I have to flesh out the graphical aspect of the game. It's mainly just a vision I have..
An old-school adventure/platformer homage to games like Earth Bound and Legend Of Zelda: Oracle Of Seasons.. I'd like to take major elements of both games and push them in a different direction.. I think that going for this particular perspective is sort of unnecessary, especially since I don't know a lick of coding.. lol If anything, I'll just work on the tiles/sprites based off of the type of games that I've mentioned, I really just wanted to have background scenery like skylines, castles in the distance, etc.. Which is sort of hard to have from that sort of perspective, but I guess Earth Bound did have "ceiling" tiles.. |
|
![]() |
|
KingGorillaKong
Midshipman ![]() ![]() Joined: 29 June 2013 Online Status: Offline Posts: 55 |
![]() ![]() ![]() |
I think you may want to look into RMVX/RMXP (RPG Maker)
|
|
![]() |
|
Plasmid_Blues
Seaman ![]() Joined: 29 June 2013 Online Status: Offline Posts: 3 |
![]() ![]() ![]() |
Well, I'll check it out for the time being. But I'd be more interested in actually finding a programmer/coder to actually create the game from scratch. Y'know, once I have a percentage of the game finished graphically.
I'll look into RPGM, just so that I possibly have a real-time canvas for whatever I might end up with. |
|
![]() |
|
![]() ![]() |
||
Forum Jump |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |