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FLARE [ARCHIVED]

Special request

adrix89
Wednesday, May 11, 2011 - 13:39

Can you release your assets also on top down rpg maker perspective?

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manwesulimo2004
joined 14 years 1 month ago
Wednesday, May 11, 2011 - 13:53
manwesulimo2004's picture

I think most of the assets have been released with 3D files (.blend?) so you could render your own top-down sprites.

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Clint Bellanger
joined 15 years 8 months ago
Wednesday, May 11, 2011 - 14:53
Clint Bellanger's picture

I think the enemy sprites and spell effects should work without change.

If you're talking about the tileset sprites, sure I'll make some time to render those another way.  What dimensions should the floor tiles be (e.g. 32x32 square?).

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adrix89
joined 15 years 4 months ago
Thursday, May 12, 2011 - 07:30

Keep it same as the isometric resolution so 32 should be fine

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Clint Bellanger
joined 15 years 8 months ago
Thursday, May 12, 2011 - 08:11
Clint Bellanger's picture

Ok. I'll have to experiment.  RPG maker style games use square base tiles (32x32), but in this 3/4ths perspective the base would be rectangular (32x16 for example). I'm not sure the best way to handle this (when rendering side tiles, put two tiles together? stretch the perspective?).

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adrix89
joined 15 years 4 months ago
Friday, May 13, 2011 - 02:21

Just draw topdown tiles and change the perspective for buildings and objects

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bart
joined 13 years 11 months ago
Friday, May 13, 2011 - 10:39
bart's picture

This is actually a fairly common issue with pixel art.  The Les Forges tutorials point out that the perspective used in RPGs is an odd sort of othographic projection that maps as follows (assuming your origin point is in the lower left:

  • x' = x
  • y' = y + z

What that means is that a square is still square, and a cube is precisely 2 tiles high.

In my personal opinion, that looks kind of odd.  That said, if you're doing something more like:

  • x' = x
  • y' = y + z*2/3

You end up dealing with some odd issues because you lose the one to one mapping between y and z.  On the other hand, this perspective looks a lot more natural.

I'm pretty sure that if you wanted to achieve the first perspective, you would have to have an orthographic camera that looks down at exactly 45 degrees and then stretch your aspect ratio vertically by a factor of 1.414 (that's a wild guess though).

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wokste
joined 14 years 2 months ago
Friday, May 13, 2011 - 11:59

> I'm pretty sure that if you wanted to achieve the first perspective, you would have to have an orthographic camera that looks down at exactly 45 degrees and then stretch your aspect ratio vertically by a factor of 1.414 (that's a wild guess though).

That will give you: y' = y + z*0.707

I would go for : y' = y + z*0.5 (You can scale z by 0.707 as well to achieve this effect.)

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hc
joined 14 years 11 months ago
Friday, May 13, 2011 - 13:12

How about shearing your model, so that z' = z + y  (with x, z as floor, and y up) and then rendering orthographically top down?

(exactly what bart said, but two steps: afine-transform, render-ortho)

 

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manwesulimo2004
joined 14 years 1 month ago
Saturday, May 14, 2011 - 03:10
manwesulimo2004's picture

This thread is fun to read for people who have no idea about perspective or 3D modeling. :)

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adrix89
joined 15 years 4 months ago
Sunday, May 15, 2011 - 00:01

@manwesulimo2004

Actually this isn't that relevent for actual projections or 3d modeling

Its just rpg maker style tiles are fucking wierd

 

Also I think a more efficient way to draw walls is to just draw them top down and rotate the walls down so there is no z and then rotate about 15 deggres after that to get a bit of the corner and a bit of depth

However objects can be any number of angles 30-45-60

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