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Isometric collision, lighting and combat. 2D images made to look 3D.
Video of a map with balanced lighting. Pretty awesome for all 2D.
All about surviving the grid. Impact lighting test #2.
More ‘2D’ isometric development. All 2D images even though it looks 3D.
Video featuring collision. All 2D isometrics powered by Alien Phoenix. Be sure to follow Monkey2 on discord for the latest Alien Phoenix news.
This is likely to be the basic level of lighting detail for Phoenix USC. I’ll be making improvements as I go to shading and alike, but this lighting model works well for real-time gaming. As far as Alien Phoenix goes I’l be expanding it as far as I can, this is sort of an example the basic game lighting you can expect from isometric maps.
Totally cool that this is all 2D.
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Current lighting dev. Here using layering of lighting and shadow to render this ‘2D’ scene. All realtime.
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My first ever let’s build video. Checkout the in game editor and how easy it easy to build a project.
Images of a base constructed from only isometric blocks. Neat! This kind of block based map is part of volumetric technique I am working on for Alien Phoenix. Think 2d isometric minecraft sort of thing.
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Using a pre-rendered 2D animation for ship Using a light. Shadows next. Mojo 2D lighting looks pretty sweet.
All part of the isometric features I am adding.
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Here I have the editor running on the Chromium web browser, 1080p at 60FPS. The game engine and editor run great in isometric mode.
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This is where it gets a little complicated, when having over head components in the map. ISO is 2D so the trick is layers. All the overhead objects are on a separate layer. It make s this kind of thing possible.
Alien Phoenix supports layering out-of-the-box. See image.
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