Timeline for Keep player within screen bounds, top down shooter [closed]
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 3, 2024 at 13:28 | history | closed | DMGregory♦ | Needs details or clarity | |
| Jan 3, 2024 at 11:06 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Sep 27, 2022 at 17:46 | answer | added | Jeffrey Enriquez | timeline score: 1 | |
| Apr 29, 2019 at 7:08 | comment | added | firepro20 | apologies for the late response, got some time to work on it over the weekend. Essentially I just want to keep the player from going off screen i.e. go behind the camera, since I'm locking the Z-Position to only move in the forward direction if the player goes in the upward/forward transform. | |
| Apr 29, 2019 at 7:06 | comment | added | firepro20 | Mostly I am mixing the axes, as my top down shooter is using x and z in world space, and in screenspace this translates to x and y. @DMGregory top down effect is identical to SkyForce Reloaded. 3D Models from a 2D top down perspective. | |
| Apr 24, 2019 at 14:39 | comment | added | Zibelas | why is your viewPos.z calculation mixing y and z? | |
| Apr 24, 2019 at 11:03 | comment | added | DMGregory♦ | Can you show us the 2.5 D effect you're using? That term is used very loosely to describe many different perspectives and techniques, so without more information it's hard for us to know how your particular game is supposed to work. | |
| Apr 24, 2019 at 8:15 | history | asked | firepro20 | CC BY-SA 4.0 |