'Sup.
I'm using Irrlicht's engine and Game Maker 5 to make a Super Mario Bros. style 2D side scroller with graphics similar to paper Mario whereas you have a 3D background with 2D sprites moving about it. Kinda like how it's done in Marvel vs Capcom 2. Anyway, I have what I need but I don't know where to start.
You may have seen my topic where I was choosing wich maker to use. Well, I decided to use both by using IRR's engine and making it with GM.
1) The hero model would be a 2D sprite. So would npc's and other various background stuff such as houses, trees, the sun etc.
2) The only things I would really need to be 3D would be water, tunnels and base things that respond to light.
3) I plan on doing just about all of the programming in GM but for the backgrounds and other 3D I plan on using Irrlicht.
I really don't want to hear "why don't you just do the entire thing in Irrlicht?" because...thats just not what I do. Not that I'm afraid of learning C++. I'm just not a hardcore 3D game programmer. Game Maker is a 2D engine. I tried the DLL and it works perfectly fine. I don't mind the slightly slow frame rate at all. I do 2D game design and I want to learn how to make 2D and 3D work by learning how to make a 3D ground in wich the sprite can move about.
Mainly, the first thing I need to learn how to do is make an animated 2D sprite move about a 3D world in a 2D side scroller. Thanks.
Paper Mario Style Game Help.
Well. It isn't so difficult.
For the world you can use either a completely linear world, and set the camera objective as the character, being the angle between the camera and the character a constant, or make a 'wavy' world, like, errm... pandemonium or ganbare goemon 64.. In the last case you'll have to define the character trajectories with a spline or something like that.
For the character you can use either a sprite, and draw it over the scenery or a billboard, that would act exactly like a 3d model, but instead of animations would havwe diferent texture cycles.
I suppouse that each character sould have its own sprite sheet and a internal data structure which would tell the engine which `rects' should it use to draw the curren character movement
For the world you can use either a completely linear world, and set the camera objective as the character, being the angle between the camera and the character a constant, or make a 'wavy' world, like, errm... pandemonium or ganbare goemon 64.. In the last case you'll have to define the character trajectories with a spline or something like that.
For the character you can use either a sprite, and draw it over the scenery or a billboard, that would act exactly like a 3d model, but instead of animations would havwe diferent texture cycles.
I suppouse that each character sould have its own sprite sheet and a internal data structure which would tell the engine which `rects' should it use to draw the curren character movement