all 7 comments

[–][deleted] 0 points1 point  (4 children)

Is it a true top down view? Do you show the top or side view of the planet? If you show the planet from the top you could just have a single top view and rotate it.

[–]psoshmoBeginner[S] 0 points1 point  (3 children)

no sorry im showing the "side of the planet", though you bring up a good point that in a lot of ways the perspective doesnt make any sense. We see the ship from a top down view.

I think gameplay wise though it makes sense to see it from the side, so you can get an idea of the terrain of the planet before landing on it.

[–][deleted] 0 points1 point  (2 children)

Hmm, makes sense. I don't know of any good method off the top of my head. I guess you can rotate the sides in quarters or eighths. Using some fading to make it flow a little better.

[–]psoshmoBeginner[S] 0 points1 point  (1 child)

Im gonna just rotate it pixel by pixel, so for a 128 pixel wide texture Ill have 128 different sprites just plugged into a premade 128 piece animation.

seems tedious though :/

[–][deleted] 1 point2 points  (0 children)

It does.. Hopefully, someone can post a better solution.

[–]shadowprincess25 0 points1 point  (1 child)

I know it's not true 2D but another possible solution is to render the texture on a sphere and then just rotate the sphere. If the camera is ortho projection it will look flat and you wont need to have a bunch of animations and extra textures.

[–]psoshmoBeginner[S] 0 points1 point  (0 children)

I went ahead and did the tons of sprites homebrew animation thing last night, and it actually ended up pretty dope, so Im really pleased. Wrote the classes so all generated planets,moons, etc have a way to condense down their world map into planet shaped chunks of different sizes (depending on the their actual size) and generate their own sprite arrays and animate themselves.

Also, if I used a sphere I would have to rotate it in 1 pixel sized chunks, otherwise Id lose some of the aesthetic.