My own action adventure engine

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
VideroBoy
Party member
Posts: 102
Joined: Wed Mar 31, 2010 6:12 pm
Location: Canada

Re: Action adventure game map test

Post by VideroBoy »

Might as well keep this thread alive.
SpaceNinja.love
(4.71 MiB) Downloaded 139 times
I've switched back to a circle for the player, fixed the bug that was blocking me previously, and implemented sliding. Using a circle makes sliding around corners (like the corners of a doorway) easier.

Mind you, I ended up being stuck on other bugs while working on the new collision code, and it's still possible to get inside a wall if you hit a corner at the right speed, time, and place (you might have to lower the player's speed to see this).

Now can you get through the single-tile-wide passages? :ehem:
User avatar
thelinx
The Strongest
Posts: 857
Joined: Fri Sep 26, 2008 3:56 pm
Location: Sweden

Re: Action adventure game map test

Post by thelinx »

Works great.
User avatar
VideroBoy
Party member
Posts: 102
Joined: Wed Mar 31, 2010 6:12 pm
Location: Canada

Re: Action adventure game map test

Post by VideroBoy »

Fixed the remaining collision bug by rounding some more floats. I hate round-off errors.
SpaceNinja.love
(4.71 MiB) Downloaded 200 times
Lets hope nothing breaks when I add NPCs.
User avatar
VideroBoy
Party member
Posts: 102
Joined: Wed Mar 31, 2010 6:12 pm
Location: Canada

Re: Action adventure game map test

Post by VideroBoy »

I've given the player some "friends," as well as removed the Street Fighter music.
SpaceNinja.love
Superfriends edition
(42.17 KiB) Downloaded 136 times
Here you will also see the "Moonwalk" bug in sprite facing selection. When it was just the player I was able to live with it. Seeing the NPCs unintentionally moonwalk with such regularity now just makes it look stupid.
User avatar
VideroBoy
Party member
Posts: 102
Joined: Wed Mar 31, 2010 6:12 pm
Location: Canada

Re: Action adventure game map test

Post by VideroBoy »

:awesome: Update :awesome:

I've discovered that using the built-in physics engine is just as good for handling collisions.
SpaceNinja.love
Now with non-crap collision detection
(40.56 KiB) Downloaded 140 times
However, I get graphics errors since things are positioned with floats now.
My eyes! The goggles do nothing!
My eyes! The goggles do nothing!
SpaceNinjaHax.png (24.5 KiB) Viewed 3061 times
What steps would I take exactly in my image loading and rendering process?
User avatar
kikito
Inner party member
Posts: 3153
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: Action adventure game map test

Post by kikito »

What errors do you get? The screenshot looks fine to me
When I write def I mean function.
User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Milwaukee, WI
Contact:

Re: Action adventure game map test

Post by TechnoCat »

The floor tiles aren't supposed to show the edges I'm guessing.
User avatar
VideroBoy
Party member
Posts: 102
Joined: Wed Mar 31, 2010 6:12 pm
Location: Canada

Re: Action adventure game map test

Post by VideroBoy »

TechnoCat wrote:The floor tiles aren't supposed to show the edges I'm guessing.
This. Let me demonstrate.
Good graphics
Good graphics
good.png (19.11 KiB) Viewed 3028 times
Bad graphics
Bad graphics
bad.png (26.4 KiB) Viewed 3028 times
User avatar
kikito
Inner party member
Posts: 3153
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: Action adventure game map test

Post by kikito »

If the floats are the problem, you can probably use map.floor to transform them into integers before drawing them... have you tried that?
When I write def I mean function.
User avatar
VideroBoy
Party member
Posts: 102
Joined: Wed Mar 31, 2010 6:12 pm
Location: Canada

Re: Action adventure game map test

Post by VideroBoy »

kikito wrote:If the floats are the problem, you can probably use map.floor to transform them into integers before drawing them... have you tried that?
Yeah I guess I can do that.
SpaceNinja.love
(40.59 KiB) Downloaded 143 times
Isn't there something filtering setting I can manipulate though to make Löve handle the floats though? I'd think drawing sprites like this would be fairly common.
Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests