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Old console tennis game, what is the mechanism behind it?
Hi all,
Before using CF, im using AGK2 with initial intent to make a 2d tennis games but fail to dig out on how the mechanism of fake depth work and also its collision. So in AGK2, i am making 3d badminton game with 3d and pixel art texture. But now im have a wonderful 2d gamemaking tool(that is CF), i really want to learn how classic 2d tennis are made.
And so far, all i can assume is the fake depth can be simulate by using the slower Y coord. How about the skewed court?Is it still square grid?How about collision then? Refer pic attached from Sega Wimbledon.
Can someone give me ideas on hows thing working?
Thanks