I'm really curious how you implemented that 3D rotating, if you don't mind sharing. I wanted to make a Super Paper Mario template capx and this would be a good small reference.
Looks like the ground is an object that's being rotated and the buildings are pinned to image points. Then just z-sort by Y value to put the character in front of or behind the buildings. It'll be interesting to hear from the author what was actually done.
Just did this to see how it feels. It was a bit tricky parsing the dual touch inputs but I think I got it working.
Let me know if this works properly on your device, thanks!
http://www.cargocultgaming.com/test3/
That's a pretty interesting idea. It's going to take a lot of practice to play well lol. Keep going!
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I made this to make large RPG rolls faster to count up and get results.
http://www.kongregate.com/games/roguecore/mass-roller
The graphics used are HUD Futuristic from Tendre Pixel. https://www.scirra.com/store/game-user-interfaces/hud-futuristic-743
Nice, keep going. Maybe when there's 'blood in the water' and the eyes open you could add a crimson filter or vignette to darken the mood. Maybe tentacles slowly grow out of the eyes to make it harder to solve the level the longer you take.
Maybe have him start small then grow bigger as he eats tadpoles. When he reaches a certain size he can progress to a new area. Maybe there is a treasure in each level and in order to collect it he needs to solve a puzzle of some sort with buttons or something. He might need to smack the button with his head once he's big enough to activate a button.
The art style and palette are quite good. It is a very nice look
Can we see it in action?
Nice, you've got all the working pieces in place now just to build challenging levels, draw art, music, and sound.
It does seem a bit easier to drive now.
If you post the capx we can see what might be causing the twitchy sheep.
Mass Roller
300 - 500 Plays
It's not isometric though, it's just top view. In order to be isometric (even if not ortographic) you have to allways see the side of the object that is facing down. If I go above the object in your example, I see the side of the object that is facing up. Isometric: https://www.google.pt/search?q=isometri ... etric+city Top view: https://www.google.pt/search?q=isometri ... ch&q=gta+1 Still a well achieved effect.
It's not isometric though, it's just top view. In order to be isometric (even if not ortographic) you have to allways see the side of the object that is facing down. If I go above the object in your example, I see the side of the object that is facing up.
Isometric:
https://www.google.pt/search?q=isometri ... etric+city
Top view:
https://www.google.pt/search?q=isometri ... ch&q=gta+1
Still a well achieved effect.
To see the sides of the buildings like in the first example all the time you would just add 100-200 units or so to the Y value offset and keep the perspective disabled. You could use this value to rotate between top view and traditional iso in real time. However, the buildings will have a layered look with this technique because of the stacked sprites. Thanks!
Pabloukiyo asked me for an idea on how to fake 3D in an isometric game. I'm answering him with a capx and posting it here for anyone to use.
There is a static object to represent a building and the bouncing object is to show that the depth is not restricted to discrete layers.
I managed to comment the event sheet this time. Let me know if it's not clear or if you have any questions.
When you enable perspective I guess it's not really isometric anymore lol
http://www.cargocultgaming.com/notisoanymore/
https://dl.dropboxusercontent.com/u/26348967/3D_iso.capx
Very nice start!