The Mammoth: A Cave Painting

The Mammoth: A Cave Painting

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How to create such a game?
Hello, I wonder which software was used to create the game. :-) Anyone?
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Showing 1-8 of 8 comments
Stefan8000 Nov 24, 2017 @ 11:16am 
Unreal 4 engine.
miezkatz Nov 28, 2017 @ 11:08pm 
Iirc there was a Unity Personal Edition logo on startup.

Edit: Sorry, must've mistaken it with another game.
Last edited by miezkatz; Nov 29, 2017 @ 11:21pm
Eyes  [developer] Nov 29, 2017 @ 4:52am 
The Mammoth was indeed created using Unreal 4.
The original version was made in 3 days for the Ludum Dare game jam back in 2015: You can check out a timelapse of me developing it here:

https://www.youtube.com/watch?v=tAkG_1kIZzo
Interesting! I didn't know that some 2D games were made with 3D engines.
Czar Jun 29, 2018 @ 5:48pm 
Originally posted by Einherjer:
Interesting! I didn't know that some 2D games were made with 3D engines.
An engine is an engine, after all. You can easily "cheat" your way so a game in 3D looks 2D. With perspective and graphics. Fez is a good example of a 2D-looking game actually in 3D.

The New super mario bros series is another example, except the game looks way more 3D.
Cunin Jun 29, 2018 @ 11:16pm 
Most, if not all, of today's 2d games are technically made in 3d (or rather with the 3d acceleration API or 3d engines), because that's the only way to make them scroll smoothly and adapt easily for various resolutions/refresh rates.

2d games used to be made "in 2d", back in ms-dos and even the first years of Windows 32 bit (95 and onwards), but the pc always had an hard time with arcade-like games because of its chunky-pixel mode, which don't allow for smooth scrolling of large portions of the screen, of any size.

When 3d acceleration was made available on the pc, developers started using it for 2d games aswell, which finally turned the pc into a machine able to run any kind of game.
Using a 3d API for 2d games also allows for an easier addition of complex special effects, that with 2d would need a lot more coding and cpu power.
The way you both explain it makes it sound logical. Thank you, I learned something new!
Eyes  [developer] Jun 30, 2018 @ 12:33pm 
To get a bit more detailed - for the Mammoth we lay out 2d sprites in a 3d scene to acheive the depth (things going behind each other, basically). Then we render it using an orthographic projection instead of a standard Perspective projection (Perspective being how our eyes work) to achieve the 2d effect. Othographic projections take a 3d scene and basically flatten it, losing the sense of depth where far away things get smaller (but we still use the depth information for things going behind each other)

Super mathy explanation: https://en.wikipedia.org/wiki/Orthographic_projection
Last edited by Eyes; Jun 30, 2018 @ 12:35pm
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