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Cart #26008 | 2016-07-28 | Code ▽ | Embed ▽ | No License
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Cart #25976 | 2016-07-27 | Code ▽ | Embed ▽ | No License
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Cart #25974 | 2016-07-27 | Code ▽ | Embed ▽ | No License
4

P#25975 2016-07-27 15:51 ( Edited 2016-07-28 09:27)

Really solid so far!

Planning a Crazy Taxi style game?

P#25979 2016-07-27 16:34 ( Edited 2016-07-27 20:34)

Really nice!

I'd reduce the collision radius by 2 pixels. Feels like I'm driving into invisible walls that surround the visible walls.

Also, since you're using the vertical axis for the buildings, may I suggest something for the car to make it look like it uses the same 2.5D projection? Have four sprites for the car that you draw overlapped:

  • first sprite is the wheel level, basically a cross-section of the car just above the axles
  • second sprite is just below the windows, showing the hood/trunk (or bonnet/boot if you're overseas)
  • third sprite is windows, but no roof
  • fourth sprite is the roof

If you stack these up at one-pixel vertical increments, it ought to give your car a vertical component to match the buildings.

(This might not be the look you're going for, though.)

P#25980 2016-07-27 17:37 ( Edited 2016-07-27 21:37)

I threw together a quick mspaint example of what I mean:

I'm sure the real thing would require a lot more tweaking.

P#25981 2016-07-27 18:14 ( Edited 2016-07-27 22:15)

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