Four-sde collision

I’m in the process of remaking the game Sword of Mana. (http://www.gamespot.com/gba/rpg/seikendensetsu/screenindex.html?)

Anyone ever accomplished a nice collision detection system in a game like this before?

I think u want to look at using distances and tiles, rather than a hitTest for ur collisions in a game like this, check out tonypas tutes for info on that, but it depends how far into making the game are u?

Hi Dr. Warm! :beam:

I have pretty well everything planned out, as far as structure goes. The only thing I have actually coded is the movement and attacking. The most important thing to me about this project is that I will be able to make easy, dynamic changes to anthing I want in the future; maps, character animations, etc. I have a editor mock up in my head also. Next step is collision! This is what I have so far.

(Be sure you don’t run too far off screen :})

Hmm if u want it to be easily editable then u’ll have to use arrays, i only know how to do this for landscape and enemies by using tonypas tutes, i’m not sure how u think u’ll do it?

Oh! I forgot to mention the controls! :sleep:

Move character: Arrow keys
Run: Hold “D” key
Attack: “F” key

(And I meant four-sIde in the thread title :blush:)

I didn’t even notice!

The only problem I can forsee with tiled landscapes is that I’m restricted to certain shapes, and the smaller it gets, the laggier it gets.

The only problem I can forsee with tiled landscapes is that I’m restricted to certain shapes, and the smaller it gets, the laggier it gets.
do u mean the smaller a tile gets the more tiles u will need so this means laggier? of course this is true but depends on how many tiles u want to see if actually creates a problem. That sword of mana game would have been made with tiles, infact most games are, all those except with flash and some sloppy 3D game makers (as far as i know). The certain shapes shouldn’t restrict u, just have to have them confined in a square.
With an editor u might be able to place stuff like wily nily (sorry can’t think of a better expression) but there will be a lot more variables, and this will create more lag i think.

Actually, I think I’ve come up with a sollution! :smiley:

All I need is to check the collision of one point, and use an invisible barrier that just extends out from the graphic to a length of half the character. That way it “looks” like he’s hitting the wall, but he’s really overlapping it :slight_smile:

Here’s the updated version, hold shift to see the invisible barrier. Sometimes the shadow overlaps the map, but that’s just because i placed the barriers manually, and I rushed. It will all be dynamic in the end :smiley: