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’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!
Move character: Arrow keys
Run: Hold “D” key
Attack: “F” key
(And I meant four-sIde in the thread title )
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!
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
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