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Re: My side project. Check new post!!

PostPosted: Mon May 18, 2009 12:56 pm
by Kalladdolf
zygoth wrote:I think you should study pyro's collision system

You know, you have a point there. That system is the best one on GE yet (and I'm even too stupid to figure out what parts of the code actually belong to it).
=}

Re: My side project. Check new post!!

PostPosted: Mon May 18, 2009 7:33 pm
by jimmynewguy
zygoth wrote:and camera
Zygo

what do you mean by his camera? screen wraping?

EDIT: now multiple save locations available, along with when you die you go back to the last save point, with 1 hitpoint, you get to keep the items you got, and the enemies come back. I think being able to keep your stuff, but having 1 hitpoint is a fair trade, how about you?

Re: My side project. Check new post!!

PostPosted: Tue May 19, 2009 2:30 am
by pyrometal
zygoth wrote:I think you should study pyro's collision system and camera--it is good for platformers like this.


lol, I upgraded both of these systems recently, but I haven't posted an example of them yet... Maybe I should! ttyl all!

--pyro

Re: My side project. Check new post!!

PostPosted: Tue May 19, 2009 11:20 pm
by Lexcondran
jimmeh how do i make a rpg battlescreen im having way to many issues with my rpg as i got many things down but cant move onward with it since my fighting is with many issues/i got leveling up down and somewhat the stats though there are problems, somewhat ive figured out Melee-ranged-magic attack types but still many issues

Re: My side project. Check new post!!

PostPosted: Wed May 20, 2009 1:52 am
by jimmynewguy
pyrometal wrote:
zygoth wrote:I think you should study pyro's collision system and camera--it is good for platformers like this.


lol, I upgraded both of these systems recently, but I haven't posted an example of them yet... Maybe I should! ttyl all!

--pyro

*cough hack wheez* lol, just kiding, but it would be pretty neat :)

i'm having too much fun making this lol

@lex~~i can make an rpg battle demo tomarrow, right now i'm tired, and about to watch deadliest warrior(best show ever!!!)

Re: My side project. Check new post!!

PostPosted: Sat May 23, 2009 10:39 pm
by jimmynewguy
aliright so i developed my own collision system, it's not as good as Pyro's but works the way it needs to for this game. the only problem is it works with clones, so i'm gonna have to tear down some long tile work and switch it to clones. so don't expect anything new for a while(even though you didn't before), but when i'm done, you'll see it was worth it :mrgreen:


EDIT!!!!! Starting form scratch....i remember reading a post by DST about how it's ok to make more than one attempt. i realized that if i had so many bugs this early in development there could be a potential long term problem. I have made my own collision system, and i will make my own camera system. Now that i'm alot better with GE than when i started this projecet, i can fix all the bugs, but i have to start from ground zero, here goes! :D

Re: Need testers for new "engine"

PostPosted: Mon May 25, 2009 10:59 pm
by jimmynewguy
see first post for new "engine" please test, and thank you :)

Re: Need testers for new "engine"

PostPosted: Wed May 27, 2009 9:28 pm
by Hblade
Wow nice Jimmy :D.

Re: Need testers for new "engine"

PostPosted: Mon Jun 01, 2009 7:27 am
by Kalladdolf
This is quite a nice collision system, jimmy! Might one enquire how you made it?

Re: Need testers for new "engine"

PostPosted: Mon Jun 01, 2009 2:44 pm
by jimmynewguy
lol, sure. it's basically a engine based off "floors" each line of tiles being it's own floor
[ ][ ][ ][ ][ ] floor 1
[ ][ ][ ][ ][ ] floor 2
[ ][ ][ ][ ][ ] floor 3
ect.
then i found the offset of the collision which was 151 pixles(idk why though sorry) so on top collision
Code: Select all
yvelocity = 0;
y = collide.y + 151;

left collision
Code: Select all
x -= 3;//how fast player moves opposite direction

same with right but opposite
bottom
Code: Select all
yvelocity = 0;
y = collide.y + 187;//offset 187 for some reason??

the offset is just like how many pixles off the tile was from the actuall actor if you get me(if not i can explain better i think)
so that has to tweak based of your tiles ect. it would be sooooooooooo much easier with tiled clones and right now mapping out each floor is rather difficult so i wouldn't recommend it over Pyro's or anything, but it works none the less, right?
:)

Re: Need testers for new "engine"

PostPosted: Mon Jun 01, 2009 3:18 pm
by Kalladdolf
Nice job of coming up with this, this is certainly a new (and nice) way of doing it!
Unfortunately, I couldn't possibly care about floors and special patterns in my game, but this might be useful for anyone else here.

Re: Need testers for new "engine"

PostPosted: Mon Jun 01, 2009 10:35 pm
by skydereign
I used a similar concept for collisions, I think the number is the ground's y - 1/2 its height, -half your actor's height + any displacement... I think that is it, not sure though, my system was slightly different.