Camper1995 wrote:Wow dude this is awesome idea! Have you made these sprites by yourself? Because i love them. Great great!
GrimmDingo wrote:Camper1995 wrote:Wow dude this is awesome idea! Have you made these sprites by yourself? Because i love them. Great great!
thanks, and Yep all graphic assets where created from scratch specifically for this, they were rather rushed, so i made them simple stylized and readable. No reference was used either. i winged the tree too, it turned out ok, the wireframe effect could easily be edited out, it was used as a placement aid, but it might lend itself to the feel and aid player movement if it stays grid based, i've been thinking about ways of programming jumping and it kinda requires 3d math to some degree, it'd end up being like landstalker on the genesis (or megadrive as it was known here), but that'd take alot of time to get that working, oh and btw i forgot to mention in my OP that space can be used to open chests
Game A Gogo wrote:Try having an actor that collides, and an actor parented containing the animations, so then you can have the animation jump while you are still colliding where you must, if and you are moving to a place that you can jump over, simply allow movement around the peak of the jump and make him not jump directly and move him upwards so he aligns from the jump!
rykein wrote:woah pretty cool. the shadows are a bit weird though. also some of the movement around the cliff messus up.
Game A Gogo wrote:Well this got me going on a "little" project of mine. And though I'd share an idea with you for the collision. Since I want good use of height system and slopes, I'll have to implant a 3D collision system.
So the position of actors will be transformed into pseudo 3D coordinates and so will be the map. So then you simply need to call a function that returns where the player can move. Each tile will be a different actor (Since I will have a level editor elsewhere and a level generator that generates level from files) and so only need a 1pixel big collision to detect on which tile you're on in the "3D" grid.
I will also have 3D placement system for objects later on in the level editor
Also unlike yours, I plan to make mine with more free-movement (Not grid-based) since it's gonna be a fighting/shooting/adventure game with several different elements (Like a bit of RPG).
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