I spilled beer on my keyboard a while back, and some of the keys are sticky.
It's driving me crazy, and I don't have any isopropyl. Can I use vodka to clean it?
I wonder if I should desing the different dungeon rooms in TileD, and then build the levels out of those parts, or write a cool and complex prettyfier that makes the rooms created by the code look like they should?
golmered birthday.the term is used to express the nature of brief life. Even if we exist at the current time frame, it is inevitable for individuals to perish in the end to nothingness. Such a profound statement, it is.
@joapet99 golmered birthday basically means, your past, present, and future will eventually shrink into nothingness buried in time. I think it's quite an offensive statement to make press report button
I can't even enjoy the glitch because I'm asked to suspend so much disbelief in such a realistic environment that it just leaves me with a stupid feeling
I mean, guy with a gun, two helpless victims... bang bang done, no?
But then after the guy fails to disarm him, surely that's the sign, stop being the nice guy if you want to win
But then after the girl kicks him in the balls and runs away, and is just standing still on a ladder for like 10 minues, why can't writers come up with an actually at the minimum half assed situation why the bad guy has to be the nice guy
Instead of just some stupid crap like "Oops I forgot to shoot even though I came up to point blank range with a gun and said I'm going to!"
Writers are often sloppy, and their audience responds to queries such as yours with "but it's only supposed to be a bit of fun". Well, if it's dumb enough, it's not "fun," it's just "stupid".
Pirates of the Caribbean: dumb, boring film. Not "fun" at all.
So, I have a basic 2D parallel view engine, tile-based - think old-style RPGs or something you'd make in RPG Maker. Now comes the movement part. Basic control is easy: Use arrow keys or WASD to move. However, I'd like to add diagonal movement as well as in general having the characters not be "stuck" at walls if possible to move diagonally along them. Anybody here dealt with the problems and solutions inherent in that?
The most basic idea would be to just delay the response to movement key presses by say ... 0.1s, and only then check if two of them were pressed. The question is then, how long a delay is too long?
The other idea would be to allow for picking a destination with the mouse and use pathfinding to go there, but then it could get either unfair or too easy if the pathinding either just runs over hidden traps - or runs around them.
Yeah, that's why I'm asking if anyone here has any experience with such systems. Or maybe just personal preferences regarding control schema in such games. What worked for you before, what didn't?
@MartinSojka I believe the standard implementation to not get stuck is to know the "inside" and "outside" of your world, and when your intended movement vector would place the player "outside" the map, project it back into the map along the normal of the closest surface facing "inside"
That's what I'll roughly have to do due to the fact that what a human considers "pressed down at the same time" is not nearly the same point of time for the computer. How precise are humans here anyway?
That's an ignorant point of view, if you are tied to it goodbye, if you want to learn that normals exist (non-trivially) in any dimension 2 or above I'm here
@BlueBug So, we have a "sun" that moves across the x-axis at the bottom of the screen, then we take the slope from that sun to the center-point. when we make the shadows we turn all opaque pixels black and adjust the alpha to make them transparent. When we convert them to this form we store each 1Xwidth strip in a list. then since we have the slope from before we move where the strips are blitted accoring to that slope, and ass the sun moves so do the sahdows
I can define something like a normal on the tile boundary, but it'll only ever be pointing in one of four cardinal directions, so projecting anything along them would just put the character back to where they started.
@Jon No problem, I'm just bouncing ideas off of you guys anyway. ;)
@MickLH Diagonal paths take 0.7x the time of two steps and can lead to more interesting map designs without them being annoying to navigate. That's the basic idea anyway.
Every block needs some extra collision information, so that if, for example two boulders are adjacent diagonally, but there is enough space to cross between, the engine could detect this but still block when the adjacent cells are full of for example 2 walls that have no space between to cross
That "wall" at this point is either at 90 degrees from movement vector (if I construct it along the actual tile boundaries), or has a discontinuity (if I construct it from middle points or either tiles themselves or middle points of tile boundary lines).
My biggest worry is less about the implementation (though I'm sure I'll hit quite a few bugs there ...) and more about player expectations.
I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past.
The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied?
Did they use a smaller grid for collision detection like 8x8 tiles, so four of th...