First 40 seconds of this music are great, but then... I can't listen to it without laughter. I imagine a cat on a scene who signs "Mew! Mew-mew-mew!" over and over, this is hilarious.
Great music, but it has one downside: it's so beautiful, that if you put it in a game - the player will just sit there and listen to it without doing anything to not produce other sounds.
Actually, I made a mistake, I forgot that boar is not a cube and its width and length are different.
Now I recalculated it and the real angle for side view is 18 degrees, not 7, because the distance between front legs is 27, not 49, it's the length between front and rear legs is 49.
So boar uses 18 degrees for west/east and 34 for north/south.
As for your question - I don't know? 2D sprites are not about realism, certain games don't even hide it. For example Warcraft 2 uses different perspective for units and buildings. Centipede is very problematic, because it's long and it'll create a lot of technical problems, for example if the game uses tile grid, then centipede will need to occupy multiple tiles, as it's not of 1x1 size.
Here I made comparison to boar (if it uses the right perspective).
I used orthographic view and transparent cubes, I don't know if the image will be big or small, so here's the explanation:
When boar looks to the left - the angle is 7 degrees from true-side-view, when it looks at camera - the angle becomes 34 degrees.
For centipede: when it looks to the left - the angle is 6 degrees, but when it faces the camera - it becomes almost 90 degrees, which is true top-down view.
Edit: the angle for centipede isn't 6 degrees, I meant the distance between two points on the same height is 6 vs 7 to boar, the boar indeed has 7 degrees angle, the centipede will be a little less.
I'm not familiar with that visual style, but it looks strange, because it changes angle relative to camera, when changes direction. I looked at other LPC tagged sprites and it seems like horizontal direction of centipede is actually alright, it's the vertical that is strange as it looks almost like it's top-down view, when it should be more side-view.
GIMP is a free software and it has color-to-alpha function - just choose 0,0,0 R,G,B and all blackness will become transparent, it means that fully black pixels will become 100% transparent, while partly black pixels partly transparent, which will be ideal for this image, since it supposed to be additive anyway, thus color-to-alpha will do the reverse.
Hey, your music is great as always, especially if it's inspired by an old game from golden age of game industry. The times before businessmen took over game developement and started producing cost efficient attractive crap.
Since you started making Disciples2 style music, I remembered your another music pieces in Disciples3 style, I have them on my PC, but I can't find them here anymore, have you deleted them?
They're "magic_of_north.ogg" and "spirit_of_the_warrior.ogg". I remember from description that they were from adandoned project. I also know that Disciples 3 was canceled before DLC with dwarves came out and these 2 sound tracks sound very dwarven and in disciples 3 style.
So I wanted to ask - were you involved in Disciples 3 music creation? According to google - it's Daniel Sadowsky, but it's just Disciples 3, not DLC.
Hi, usually electronic music causes me headache if I listen to it over and over. This one however is rather calm and good to listen to, which means it can actually be used in games, you can even put it on loop and the player shouldn''t go crazy hearing it. I've been listening to it for ~5 hours in a row while working and don't feel anything bad, which isn't common. Good job.
Thank you, but in the end I decided to go turn-based and grid movement game just like classic Fallout, except my game also has full party control and much better modernized combat mechanic.
My goal is to recreate Fallout1 (particularly 1, not 2. They're very different, and, imho, Fallout2's only advantage over 1 is the size of content) in 3D as much as possible visually, atmospherically and gameplay-wise without violating copyright stuff and I realized that it'll be best to retain turn based combat, just improve it to make more tactical and less abusive towards AI.
So my question is no longer relevant. Although an ability to "aim" just like in FPS games with some button to move camera towards cursor probably isn't bad idea and could work.
First 40 seconds of this music are great, but then... I can't listen to it without laughter. I imagine a cat on a scene who signs "Mew! Mew-mew-mew!" over and over, this is hilarious.
https://opengameart.org/content/t-t-free-cyberpunk-pack
Great music, but it has one downside: it's so beautiful, that if you put it in a game - the player will just sit there and listen to it without doing anything to not produce other sounds.
Actually, I made a mistake, I forgot that boar is not a cube and its width and length are different.
Now I recalculated it and the real angle for side view is 18 degrees, not 7, because the distance between front legs is 27, not 49, it's the length between front and rear legs is 49.
So boar uses 18 degrees for west/east and 34 for north/south.
As for your question - I don't know? 2D sprites are not about realism, certain games don't even hide it. For example Warcraft 2 uses different perspective for units and buildings. Centipede is very problematic, because it's long and it'll create a lot of technical problems, for example if the game uses tile grid, then centipede will need to occupy multiple tiles, as it's not of 1x1 size.
Here I made comparison to boar (if it uses the right perspective).
I used orthographic view and transparent cubes, I don't know if the image will be big or small, so here's the explanation:
When boar looks to the left - the angle is 7 degrees from true-side-view, when it looks at camera - the angle becomes 34 degrees.
For centipede: when it looks to the left - the angle is 6 degrees, but when it faces the camera - it becomes almost 90 degrees, which is true top-down view.
Edit: the angle for centipede isn't 6 degrees, I meant the distance between two points on the same height is 6 vs 7 to boar, the boar indeed has 7 degrees angle, the centipede will be a little less.
I'm not familiar with that visual style, but it looks strange, because it changes angle relative to camera, when changes direction. I looked at other LPC tagged sprites and it seems like horizontal direction of centipede is actually alright, it's the vertical that is strange as it looks almost like it's top-down view, when it should be more side-view.
For example this boar:
https://opengameart.org/content/lpc-wild-boar
GIMP is a free software and it has color-to-alpha function - just choose 0,0,0 R,G,B and all blackness will become transparent, it means that fully black pixels will become 100% transparent, while partly black pixels partly transparent, which will be ideal for this image, since it supposed to be additive anyway, thus color-to-alpha will do the reverse.
Hey, your music is great as always, especially if it's inspired by an old game from golden age of game industry. The times before businessmen took over game developement and started producing cost efficient attractive crap.
Since you started making Disciples2 style music, I remembered your another music pieces in Disciples3 style, I have them on my PC, but I can't find them here anymore, have you deleted them?
They're "magic_of_north.ogg" and "spirit_of_the_warrior.ogg". I remember from description that they were from adandoned project. I also know that Disciples 3 was canceled before DLC with dwarves came out and these 2 sound tracks sound very dwarven and in disciples 3 style.
So I wanted to ask - were you involved in Disciples 3 music creation? According to google - it's Daniel Sadowsky, but it's just Disciples 3, not DLC.
Edit:
Nevermind, I found them:
https://opengameart.org/content/ash
Hi, usually electronic music causes me headache if I listen to it over and over. This one however is rather calm and good to listen to, which means it can actually be used in games, you can even put it on loop and the player shouldn''t go crazy hearing it. I've been listening to it for ~5 hours in a row while working and don't feel anything bad, which isn't common. Good job.
Thank you, but in the end I decided to go turn-based and grid movement game just like classic Fallout, except my game also has full party control and much better modernized combat mechanic.
My goal is to recreate Fallout1 (particularly 1, not 2. They're very different, and, imho, Fallout2's only advantage over 1 is the size of content) in 3D as much as possible visually, atmospherically and gameplay-wise without violating copyright stuff and I realized that it'll be best to retain turn based combat, just improve it to make more tactical and less abusive towards AI.
So my question is no longer relevant. Although an ability to "aim" just like in FPS games with some button to move camera towards cursor probably isn't bad idea and could work.