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For a third person view like this you should create a camera that is at a certain radius from the character while always looking at it and offset in elevation (Z) to look from above basically.

Something similar is shown in the 8 direction billboard example where the camera rotates around the billboard character in the center.

Now when you simply slap 8 direction movement on your character you will get probably undesired results since the character is not moving relative to the perspective (regular third person movement) or depending on where the character is facing (tank controls).

For first person controls (which does not apply here) and tank controls I'm actually using an edited version of the 8 direction behavior called wasd movement which is adjusted to move its object relative to its angle and defaults to w,a,s and d instead arrow keys. Maybe I should share this at some point.

For regular third person movement, which I haven't actually used myself in anything I've created with Baby 3D yet, you should apply vectorX and vectorY of the 8 direction movement behavior relative to the camera angle. Unless I'm totally thinking of something stupid and wrong right now...

If this doesn't help enough I guess I can cook up an actual example in the next few days

Deleted 2 days ago
Deleted 2 days ago

I didn't understand you a bit, you can send the capx file when you finish it. Thanks in advance

(7 edits) (+1)

There is a shooter demo inside the project - take that as a reference - you only have to add a zoom in/out function to the camera object, which directs the player's view. Or set the Camera in front of the player and add a midpoint where the camera moves around when pressing specific buttons or follows. There are several ways to realize that. As the Dev said, you need the 8-direction plugin for the 360-degree movement.