Might as well keep this thread alive.
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?
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.My own action adventure engine
Re: Action adventure game map test
Works great.
Re: Action adventure game map test
Fixed the remaining collision bug by rounding some more floats. I hate round-off errors.
Lets hope nothing breaks when I add NPCs.
Re: Action adventure game map test
I've given the player some "friends," as well as removed the Street Fighter music.
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.Re: Action adventure game map test
Update
I've discovered that using the built-in physics engine is just as good for handling collisions. However, I get graphics errors since things are positioned with floats now. What steps would I take exactly in my image loading and rendering process?
I've discovered that using the built-in physics engine is just as good for handling collisions. However, I get graphics errors since things are positioned with floats now. What steps would I take exactly in my image loading and rendering process?
- kikito
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Re: Action adventure game map test
What errors do you get? The screenshot looks fine to me
When I write def I mean function.
- TechnoCat
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Re: Action adventure game map test
The floor tiles aren't supposed to show the edges I'm guessing.
Re: Action adventure game map test
This. Let me demonstrate.TechnoCat wrote:The floor tiles aren't supposed to show the edges I'm guessing.
- kikito
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Re: Action adventure game map test
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.
Re: Action adventure game map test
Yeah I guess I can do that. 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.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?
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