Pixel-by-pixel movement?

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sheamkennedy
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Pixel-by-pixel movement?

Post by sheamkennedy »

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?
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Post by Spoonweaver »

Yes, everything gets messed up when you leave the grid. You have to re-script everything, like walls, npcs, doors, etc..

My somekindaninja program features pixel by pixel movement, and it includes the script if you wanted to take a look at it.
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Bob the Hamster
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Post by Bob the Hamster »

You can also look at sidescroller scripts. The wall-checking code will be the same, you just won't be using any gravity.
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Post by sheamkennedy »

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?
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Bob the Hamster
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Post by Bob the Hamster »

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?
This should be possible. I think it might be easier to think in terms of slipping around corners rather than slipping along diagonals.
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Post by BMR »

Wasn't there this one guy who did something like that with that isometric adventure-game type tech demo?
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Post by TMC »

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
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Post by shakeyair »

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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Post by sheamkennedy »

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.
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.
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