Top Down Mouse Controlled Aiming,
Members - Reputation: 240
Posted 30 October 2012 - 08:13 AM
I am trying to develop a game that is top down. Now what I have come to realize is that there are two types of top down games. One like this:
And others like this:
Now what I am going for is the mouse control of the bottom one, but the visibility of the players whole body in the second one. I want the mouse control because it is a shooter game, but I also want the visibility of the players body so that the user can customize and see the other player's customization when online. So is there a way I can easily see customization with the full- top down approach (second one)? Or possibly more than 4 way control (using the mouse like in the full top down)?
I realize that for the partial top down approach (first one) people usually have 4 different images of the player but would I have to have 360 images for full 360 degree player movement with the mouse? Please help
Crossbones+ - Reputation: 8647
Posted 30 October 2012 - 08:24 AM
That said, do you really need complete smoothness? I would guess at the size of those sprites eight pre-painted directions would be completely sufficient on the visual side. Movement and shooting could still happen completely smooth, just display the character sprite closest to the direction.
Crossbones+ - Reputation: 4250
Posted 30 October 2012 - 01:32 PM
Using the 2nd image's technique, you'd only need the 5 running animation frames, and you could rotate the images for direction.
FWIW, in my old blog (also linked in my sig), I detail the steps to make a simple top-down game using the mouse as the aiming device if you want to see what i did. However, my "characters" are simple circles, and no animations were used.
---(Old Blog, still has good info): 2dGameMaking
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)