My own action adventure engine

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VideroBoy
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Re: Action adventure game map test

Post by VideroBoy »

Might as well keep this thread alive.
SpaceNinja.love
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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:
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thelinx
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Re: Action adventure game map test

Post by thelinx »

Works great.
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VideroBoy
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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
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Lets hope nothing breaks when I add NPCs.
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VideroBoy
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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
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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.
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VideroBoy
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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
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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 3060 times
What steps would I take exactly in my image loading and rendering process?
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kikito
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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.
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TechnoCat
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Re: Action adventure game map test

Post by TechnoCat »

The floor tiles aren't supposed to show the edges I'm guessing.
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VideroBoy
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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
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Bad graphics
Bad graphics
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kikito
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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.
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VideroBoy
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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
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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.
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