Is there any easy way to incorporate character movement such that it's pixel-by-pixel rather than tile-by-tile? Even something like half-tile movement would be cool to implement.
I have an idea of how to script it but mainly wonder how this will effect things like walls, talking to NPC's, etc... Would it be more work than it's worth or does anyone know of a simple work around? I feel like the alignment when talking to NPC' may get messed up but maybe someones already pulled off this concept?
Pixel-by-pixel movement?
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- sheamkennedy
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Pixel-by-pixel movement?
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- sheamkennedy
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Thanks. I'll check out that program along with some side scrollers. I never considered it but a side scroller script will have some similarities.
Does anyone have any ideas how to smooth out the walls? By that I mean if a character is running in to a diagonal wall, is it possible to nudge them such that they slip along it, still staying within a boundary?
Does anyone have any ideas how to smooth out the walls? By that I mean if a character is running in to a diagonal wall, is it possible to nudge them such that they slip along it, still staying within a boundary?
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This should be possible. I think it might be easier to think in terms of slipping around corners rather than slipping along diagonals.sheamkennedy wrote:Thanks. I'll check out that program along with some side scrollers. I never considered it but a side scroller script will have some similarities.
Does anyone have any ideas how to smooth out the walls? By that I mean if a character is running in to a diagonal wall, is it possible to nudge them such that they slip along it, still staying within a boundary?
That's what I came here to say! http://www.slimesalad.com/forum/viewgame.php?t=5459
I think Mogri might have had diagonal walls in one of his games as well...
I would start with slipping around corners as well, but maybe that wouldn't as nice a final result
I think Mogri might have had diagonal walls in one of his games as well...
I would start with slipping around corners as well, but maybe that wouldn't as nice a final result
It looks like the actual walking/collision part of my script isn't uploaded with that tech demo. I could track it down if you think it would be helpful. The implementation I used was pretty shoddy, though. Basically each map tile had instructions for placing invisible smaller, 4x4 or 2x2, slice squares which collision was checked against. Interaction was done by placing large interactive squares, and if the player was colliding with one and hit X, interaction stuff would happen.
Someone (Mogri?) posted a blog/article at some point which looked at the ways various platformer stuff was implemented, and one of the things covered was diagonal ground.
Someone (Mogri?) posted a blog/article at some point which looked at the ways various platformer stuff was implemented, and one of the things covered was diagonal ground.
- sheamkennedy
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Thanks, I'll definitely let you know if I need to take a look at it. For now I have a few ideas of my own I may try.shakeyair wrote:It looks like the actual walking/collision part of my script isn't uploaded with that tech demo. I could track it down if you think it would be helpful. The implementation I used was pretty shoddy, though. Basically each map tile had instructions for placing invisible smaller, 4x4 or 2x2, slice squares which collision was checked against. Interaction was done by placing large interactive squares, and if the player was colliding with one and hit X, interaction stuff would happen.
Someone (Mogri?) posted a blog/article at some point which looked at the ways various platformer stuff was implemented, and one of the things covered was diagonal ground.
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