Hey, thanks for getting in touch. Sure! Sounds good to me, can you DM me on twitter and we can chat more? (@aquanoctis)
Aquanoctis
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Hey, thanks for the feedback, much appreciated! Yeah…the tutorialisation could use some work for sure. I kept flip-flopping on how the dice interaction should work. All the ingredients you can just drop dice onto to generate a color die of value equal to the input die (0->255 = dark->light), but the fire has to be the start of an equation: Fire -> operator die -> number die. Definitely something I should’ve cleaned up in-game lol Cheers for playing!
Check out this thread. Not sure if they were using Unity but it’s in c# so might be of some use. https://itch.io/post/1334054
This method is just something I did quickly to achieve the effect I wanted and I would think there’s far better ways to do it but essentially you want to have a variable, “camera_tilt_factor”, that increases/decreases when, for example, the up/down arrows are pressed. You would then multiply the distance offset between each frame (dist) by this amount, whilst multipling the camera’s vertical resolution by the same (or a proportional) amount.
i.e. camera_tilt_factor = 1; dist * camera_tilt_factor = 1; vertical_resolution * camera_tilt_factor = 540; camera_tilt_factor = 1.5; dist * camera_tilt_factor = 1.5; vertical_resolution * camera_tilt_factor = 810;
Of course, depending on how your camera is set up you might want to make the scaling factor for vertical_resolution/dist proportional to one another, rather than simply 1:1.
Whatever value you have stored in “angle” in your code should also be the z-rotation of the camera. In terms of camera setup I’ve used an orthograhic camera view, where the camera is looking directly down the z-axis (assuming z is your vertical axis) at the ground plane.
In the first gif I have disabled my camera rotation, instead only changing the value of “angle” (in your code example) which results in the problem you described. In the second gif, I am rotating the camera around the z-axis, setting it’s value equal to “angle”. “Rot” is only used to rotate the object around it’s own origin, regardless of whatever value “angle” might be.
Does this help at all?
Looks like you’ve got it working as intended. All you need to do now is to make sure your camera is rotating around at the same angle as the chair to complete the illusion. (“YOUR_CAMERA_ANGLE” in the code snippet above) And yeah that’s right. The ‘lower’ the camera angle, the more times each frame gets drawn to fill in the gaps. This can be quite costly to performance so that’s something to bear in mind.
Hi! I’m not as familiar with Unreal Engine but there should be no reason why not. You’d have to implement it differently to Game Maker Studio but the core idea should remain the same. If you’re using a fully fledged 3D engine though, you might as well draw each subimage as its own textured polygon, so you’d have a 3d model which consisted of a stack of faces so to speak. Hope that makes sense!