Tips and limits
What a 3D level can and cannot do, so you can plan a game that works.
Limits
| Advanced and Expert only | + 3D level is hidden in Simple mode. Switch mode on the toolbar; your game does not change. |
|---|---|
| Sprites are flat | Every sprite is a cut-out that faces you. You cannot see its side or its back. |
| No jumping | There is no up or down in a 3D level. Gravity is off and Jump does nothing. Everything stays on the floor. |
| Walls are one height | Every block is the same height. No stairs, no slopes, no second floor. |
| One player at a time | The screen shows one sprite's eyes. Use one First-person sprite per level. |
| Map size | From 8ร8 to 64ร64 blocks. Each block is 64 pixels. |
| No background picture | A 3D level has a ceiling colour and a floor colour instead. |
Things that still work
A 3D level is a flat map underneath, so every rule works: collisions, counters, score, lives, timers, sounds, switches and values. Chases another object movement works. Patrols back and forth works too, though walls will not stop a patrolling sprite.
Displays such as Score, Lives, Text and a Health bar sit on top of the view, like a 2D level.
Tips
- Start with the outside wall, then add rooms. A maze with one wide path and a few dead ends is more fun than a tangle.
- Use two or three wall styles. A Red Brick room in a Grey Stone maze tells the player โyou are somewhere newโ.
- Put a torch or a crystal at the end of a corridor so the player has something to walk towards.
- Keep Turning speed gentle. Fast spinning makes people feel wobbly.
- Make ghosts fair with Can see another object (3D), so they only chase when they can see you.
- Use a Text object with a hint at the start, like Crystal Maze 3D does: โCollect the crystals, find the key and escape!โ
Mixing 2D and 3D
A game can have both kinds of level. Level 1 could be a 2D platformer, level 2 a 3D maze. Next level moves between them like any other level.
WhenPlayer collides with Exit
DoGo to the next level