My name is Yonny Zohar, I'm a game developer with six years experience. I've worked on several commercial titles including " Bingo Island ", and have recently made the move from flash development to html5. Six years ago, while i was learning flash, i worked simultaneously with html, CSS and js. back then my impression was that flash was simply light years ahead in terms of development ease, code maintenance and error handling. Returning now to html5 six years later, I was very weary - had things improved since 2009? I've spent the last several months hearing from everyone around me that the answer is a definite "YES". I'm here to say- the answer is still a definite NO! Lets begin this rant with my number one hatred - CSS: NO DEBUGGING - Debugging css is awful. you spend days trying to figure out why elements don't behave the way they should. Try adding and removing properties to elements hoping it will make them act the way you want or...
Today i'd like to demonstrate another nifty use for pseudo 3d pixel manipulation - 3d isometric view! We've all seen 2d games using isometric view, mostly popular in early strategy games like Age of Empires, or StarCraft. Rotating tiles 45 degrees creates the illusion of depth, which brings us closer to a 3d feeling. However, using pixel manipulation and simple geometry we can do better and create a much richer sense of 3d. The attached video shows a map created completely with 2d pixel manipulation, although it appears 3d. The effect is achieved by creating each image (building and tree) like a cake - layer by layer, with each layer getting a slight offset on the Y axis (known as sprite stacking). For example, the bottom layer of the tree will be drawn at its determined x and y, and the following layer will be at (x, y - 2). Our tree is made up of 10 layers of stump, and 4 layers of green leaves. Our building uses 20 layers, some consisting of the same image, ...
We're still dealing with Pseudo 3D retro games - The creation of 3d worlds without using a 3d engine, models etc - but rather simple pixel manipulation on a 2d canvas.Today I'd like to show an example of the beautiful classic - Wolfenstein 3d - which was a pioneer in the pseudo 3d category.In previous posts we saw how to simulate depth on a static image of a road, by progressing towards an imaginary distance. We did so by drawing the pixels in each row of the road according to a set percentage that got smaller as we progressed towards the distance.In Wolf 3d the creators used a similar approach. They split the screen into columns and filled each column with a "wall segment". The height of each wall (the number of rows the pixels of each segment took up) was determined by the distance of the player to that wall.How do you calculate distance and depth in a 2d canvas? By using a technique called "Ray casting".You start out with a 2d map (can be seen in t...
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