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(5 edits)

Hello this is really a valuable sharing! Thank you.

There are some clarifications from me:

- Depth : the thickness of the sprite in almost cases. In case of cylinder, it's just the maximal allowed thickness

- As : Anti 2D shadow. Only apply for cylinder, please check the first tutorial clip, #3:48

- ZScale: is floating point, not just integer. It's very important if you want to create various depths in games. See the Tutorial 4 with power poles and plant pots

- Layer distance configurable will be implemented

- You mean Offset Z? But you can use ZScale with the similar effect?

Do you mind if i include your writing with some adjustment in the manual?

(1 edit)

i don't mind my thoughts in the manual. i will be adding more to this post as i think of it.

zscale does not give space behind a sprite. it only elongates it as depth would.

(1 edit)

Agreeded. But at first can you show me some examples that need this parameter?

i need it on everything. as it is now, everything in the background must be touching something else in a long chain in order to hide the different long depths. i have to hack things to try and get them to appear as if they don't have these long backs. if you want 3d separation (z-scale difference), you have to make these long depths on the back of sprites. not very attraction most of the time. it would allow free floating things in the background/foreground.

(2 edits)

Well said. Noted. I will focus on the productivity improvement first then it will come later.

you are the man, sir!