It's like normal 2D, but it's actually in 3D. Using the power of NiGHTS axis things, it gives 2D levels a slew of extra possibilities by allowing use of the third dimension properly. Think something like Kirby 64, or Klonoa, or even Sonic Unleashed/Colors/Generations!
As Clock Towers (which as of this writing is available in the current OLDC to vote on) (man, that really dates this post) demonstrates, this enables a lot of possibilities with branching paths and looping design that standard 2D mode doesn't easily allow for.
There's not a whole lot more to say about this, so feel free to download and start using it in your own creations! Super big credits to chi.miru for starting the script in the first place; I just helped finish it.
The screenshots are old.
changelog:
As Clock Towers (which as of this writing is available in the current OLDC to vote on) (man, that really dates this post) demonstrates, this enables a lot of possibilities with branching paths and looping design that standard 2D mode doesn't easily allow for.
There's not a whole lot more to say about this, so feel free to download and start using it in your own creations! Super big credits to chi.miru for starting the script in the first place; I just helped finish it.
The screenshots are old.
changelog:
- The code has been heavily refactored into an axis2d global, which is now completely accessible from other scripts.
- Object sliding issues when standing still on circular axes have been fixed.
- PF_FORCESTRAFE no longer lingers after exiting Axis2D mode.
- Camera objects should no longer be visible, and cutaway views should now be supported.
- A new linedef type has been added: 9001 Axis2D Switch Sector. It's set up exactly like an invisible intangible FOF, and when inside you'll switch to the axis defined by the line's X offset. This line has no effect if you aren't already in Axis2D mode, which should make it easier to intersect A2D over 3D sections if you're into that sort of thing.
- If you use camera tricks to flip the player's direction of motion (see Clock Towers), the player will continue moving forward (now opposite of input) until they release the movement key.
- Fixed crash in 2.1.9 (apparently using an MT_THOK as a camera doesn't work any more)
- Now using the PF_FORCESTRAFE flag to enable movement with the turn keys! Now people who play with those won't kill you
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