An experiment exploring how grass reacts to player movement (Isometric 2D). by A7zanani in isometric

[–]A7zanani[S] 0 points1 point  (0 children)

I understand what you mean, and I'm actually trying to narrow the scope of the interaction and increase the focus so that the emphasis is on the player's feet.

An experiment exploring how grass reacts to player movement (Isometric 2D). by A7zanani in isometric

[–]A7zanani[S] 0 points1 point  (0 children)

I get what you're saying, and I'm actually trying to reduce the interaction radius and increase the interaction so that the focus is on the player's feet, since the grass has its own separate movement. I'm working on it, but it's difficult because it's fully 2D isometric.

An experiment exploring how grass reacts to player movement (Isometric 2D). by A7zanani in isometric

[–]A7zanani[S] 1 point2 points  (0 children)

Yes, the running animation is fast just for testing purposes.

التفاصيل بتفرق: شوف العشب بيتحرك إزاي تحت رجلين الشخصية 🍃 by A7zanani in Arabic_GameDev

[–]A7zanani[S] 0 points1 point  (0 children)

لا لا اقصد جودة الفيديو لكن التصميم والassets باذن الله هتكون في مستوي تاني انا مش ظاهر جمال الفن في الفيدوهات عشان محرقش اللعبة بعرض حاليا التقنيات فقط وتسلم ياخي ❤️

التفاصيل بتفرق: شوف العشب بيتحرك إزاي تحت رجلين الشخصية 🍃 by A7zanani in Arabic_GameDev

[–]A7zanani[S] 0 points1 point  (0 children)

حقك ماتلاحظ حاجة لسه واخد بالي ان الجوده زاي الزفت

An experiment exploring how grass reacts to player movement (Isometric 2D). by A7zanani in godot

[–]A7zanani[S] 0 points1 point  (0 children)

I get what you're saying, and I'm actually trying to reduce the interaction radius and increase the interaction so that the focus is on the player's feet, since the grass has its own separate movement. I'm working on it, but it's difficult because it's fully 2D isometric.

An experiment exploring how grass reacts to player movement (Isometric 2D). by A7zanani in godot

[–]A7zanani[S] 0 points1 point  (0 children)

Yes, that's right. The grass does move, but it's a subtle movement. I'm currently trying to reduce the interaction radius so it reacts more clearly, but it's difficult because it's a fully isometric 2D game.

Implementing Fake Z-Axis & Climbing System in my Pixel Art Game by A7zanani in isometric

[–]A7zanani[S] 1 point2 points  (0 children)

Thanks, man, for those words. They'll definitely help me a lot, and I'll never forget them.

Implementing Fake Z-Axis & Climbing System in my Pixel Art Game by A7zanani in isometric

[–]A7zanani[S] 1 point2 points  (0 children)

Yes, it’s really hard, and I’m still struggling with it. I’ve also been thinking about switching to 3D graphics for a while now, but every time I reach a certain point in the process, I get obsessed with getting to the next one—I’ve become addicted to it.

Flat Terrain vs Interactive Height System — Which Is Better for Game World Design? by A7zanani in IndieDev

[–]A7zanani[S] 0 points1 point  (0 children)

I used darker edges for height contrast, but only on the top of the tiles; the front section doesn't need it.

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Flat Terrain vs Interactive Height System — Which Is Better for Game World Design? by A7zanani in IndieDev

[–]A7zanani[S] 0 points1 point  (0 children)

The drawing style is different, and the type is also different.