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Of course, camera-independent sky entities or very precisely scaled sprites get around the problem entirely by virtue of being in the level and having transparency channels.
Yes, scaled sprites are the best way to handle objects the player can walk behind, but if there are a lot of them and a lot of screens to design, it can become very tedious. This was the primary reason for the feature request of this thread.
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The image needs to be aligned depending on the screen resolution and camera arc.
Almost every 2.5D game uses a single resolution so you don't have to worry about multiple renders. The new standard is 1024x768, and the old standard (and one that is still used in a lot of commercial adventures) is 800x600.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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