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Oct 31, 2018 at 20:23 vote accept CommunityBot
Oct 31, 2018 at 20:02 answer added Pascal Lohscheidt timeline score: 1
Oct 31, 2018 at 12:37 comment added Quentin Wow, I had never noticed the shadow before...
Oct 31, 2018 at 11:58 comment added DMGregory @TomTsagk I'd upvote an answer about the technique you describe with a little more detail.
Oct 31, 2018 at 11:57 history edited DMGregory CC BY-SA 4.0
You've been here long enough to know we don't answer "how did Game X implement Y"
Oct 31, 2018 at 9:48 comment added Tom Tsagkatos @GabrieleVierti Exactly what you describes is what you can do on a 2D game. Squash down the shadow sprite when the player gets close to the ground, and stretch it when he goes up. Wouldn't look believable? I made a game once with a simple black circle for a shadow, that shrinks as the object gets away from the ground. Realism is not the only answer to make something believable in a fantasy world.
Oct 31, 2018 at 9:38 comment added ratchet freak drop shadows aren't realistic anyway, they are mostly so players can know where the player it relative to the ground.
Oct 31, 2018 at 9:25 comment added user115399 @TomTsagk that way though it wouldn't look believable...
Oct 31, 2018 at 9:24 comment added user115399 @TomTsagk the shadow squashes down when the player gets close to the ground, and gets stretched when he goes up
Oct 31, 2018 at 9:03 comment added Tom Tsagkatos I don't know how the game looks while you are playing (how the shadow moves) but from the screenshot it looks like you just take the player's sprite, mirror it and scale it down on Y and place it on the ground. There is no point over complicating stuff with shaders and 3D meshes for a 2D shadow.
Oct 31, 2018 at 8:52 history asked user115399 CC BY-SA 4.0