I've seen the classic footage of Sonic Generations, how the side-scrolling works in a #D environment, and I noticed something that I noticed in DKCR and other 2.5D games.
Characters can jump through from under platforms, however they pass IN FRONT of the object rather than passing through them like in say... Smash Bros.
See in Returns you go in front of the object while in Brawl you pass through it like it was made of gas.
This is easy to do in 2D space, but with 3D environments I wonder how they are able to pull this off? Sonic Generation also does this, but even more interesting that they also have hills in the background that you can jump on like in Genesis games.
So does anyone know how this is done? Is the camera only making it look that way? Is the character model moving forward and back without us knowing it?
Characters can jump through from under platforms, however they pass IN FRONT of the object rather than passing through them like in say... Smash Bros.
See in Returns you go in front of the object while in Brawl you pass through it like it was made of gas.
This is easy to do in 2D space, but with 3D environments I wonder how they are able to pull this off? Sonic Generation also does this, but even more interesting that they also have hills in the background that you can jump on like in Genesis games.
So does anyone know how this is done? Is the camera only making it look that way? Is the character model moving forward and back without us knowing it?