The next video will continue the Tournament Fighter but I also like to hear what else you'd like to see! Also also, we are getting really close to 2500 subscribers! I really enjoy seeing how hard everyone has been working on their projects and I really appreciate the motivation you all have given me through this channels history. We're all learning and helping one another which is always a great boost so ... KEEP IT UP and CREATE YOUR DREAM PROJECT! Okay, thats all =) Kellin (KindoSaur)
Happy to see the part 2. I'm still new to godot and any game-deving in general, but this was always a style of game I love. Thanks for the great video explanations!
@@duhhhmick9532 Hello there! I found some handy links you can follow: forum.gamemaker.io/index.php?threads/basic-pseudo-3d-in-gamemaker.105242/ forum.gamemaker.io/index.php?threads/pseudo-3d-ground-effect-like-mario-kart.102272/ forum.gamemaker.io/index.php?tags/pseudo-3d/ discord.com/invite/gamemaker
Interesting question, what I had found was that they made a same sort of map like I made for the collisions but this time for "height". Meaning that when the player started to approach "the hill", the ground started to be drawn sooner (meaning higher on screen). When they past the highest point the opposite was done to create the descent. Some games made the illusion stronger by including the future road on the horizon, this could be done by also moving a separate background along the same (but smaller/lower detailed) roadmap.
The next video will continue the Tournament Fighter but I also like to hear what else you'd like to see!
Also also, we are getting really close to 2500 subscribers!
I really enjoy seeing how hard everyone has been working on their projects and I really appreciate the motivation you all have given me through this channels history.
We're all learning and helping one another which is always a great boost so ... KEEP IT UP and CREATE YOUR DREAM PROJECT!
Okay, thats all =)
Kellin (KindoSaur)
Happy to see the part 2. I'm still new to godot and any game-deving in general, but this was always a style of game I love. Thanks for the great video explanations!
Always awesome to someone new join the Godot community and game development in general!
And also, thanks for the compliment :)
Missed the first one but I will sure as hell not miss the new ones ! Subscribed 🙂
Hope you'll like them as much, I am happy to see you join 😁
Amazing job buddy, glad to see another part of this!
I worked really hard on it, so I am happy that it is being received well :)
@@KindoSaur I've been following you for a while now and seen your growth. Stay humble my friend.
Great video! thanks!
Thank you for the compliment ;P
Impressive. Thank you.
You're welcome :)
Great toturial once again :D
Thank you :)
WoW man I der that, I see - read an WoW is magic for me.
Tank you very much m'y friend!!!
You're welcome :)
Very awesome, for part3 please teach us how to make levels like top-gear/road rash where you have uphills and downhills its very cool
would love to see something like this in gamemaker
Although I am not known in the world of Game Maker, I could send you some links when I got time.
@@KindoSaur that would be nice! thanks!
@@duhhhmick9532
Hello there!
I found some handy links you can follow:
forum.gamemaker.io/index.php?threads/basic-pseudo-3d-in-gamemaker.105242/
forum.gamemaker.io/index.php?threads/pseudo-3d-ground-effect-like-mario-kart.102272/
forum.gamemaker.io/index.php?tags/pseudo-3d/
discord.com/invite/gamemaker
I know I am no the only one thinking about it... but in top gear, its a similar aproach, right? I just dont comprehend how to set the up and downhills
Interesting question, what I had found was that they made a same sort of map like I made for the collisions but this time for "height".
Meaning that when the player started to approach "the hill", the ground started to be drawn sooner (meaning higher on screen). When they past the highest point the opposite was done to create the descent.
Some games made the illusion stronger by including the future road on the horizon, this could be done by also moving a separate background along the same (but smaller/lower detailed) roadmap.