Search found 102 matches
- Sun Sep 05, 2010 8:59 pm
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
So, whenever the player presses against the wall and there's an opening nearby, nudge him towards it. e.g. If the player is moving east against a wall, and there's an opening to the north , nudge the player north unless he is already moving diagonally (which causes the player to slide against the wa...
- Sun Sep 05, 2010 2:29 am
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
I never set the fsaa. Doesn't it default to zero?thelinx wrote:Please remove the fsaa..
Edit: Also, how hard is it to get through the one-tile wide hallways, Jasoco? I've been able to get in them by sliding along the wall (try moving horizontally and vertically at once), but how much of an issue is this?.
- Sat Sep 04, 2010 1:47 pm
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
What about now?
Also, the player sprite is a stand-in until I'm able to create the real sprite with animations and everything.- Sat Sep 04, 2010 1:04 am
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
I decided to switch to using a bounding box for the player. It actually did simplify my code since I'm assuming horizontal and vertical lines only, though the implementation process was harder that I would have thought. :ehem: I also figured out the music crash thing. I didn't set the music variable...
- Fri Sep 03, 2010 2:47 pm
- Forum: Support and Development
- Topic: Those physics
- Replies: 22
- Views: 12082
Re: Those physics
Just to play devil's advocate, but what about Gish? That game was pretty physics-based but still fun.
- Fri Sep 03, 2010 1:50 pm
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
You need to check: tile[floor(playerX / tileWidth)][floor(playerY / tileHeight)] == not solid I'm already doing that in a way. I think we're talking past each other, so I'm just going to post my collision code in full. First of all, keep in mind that I'm using a fixed timestep, using a method descr...
- Fri Sep 03, 2010 1:08 am
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
My game is tile based. It's just the controllable character that can be placed on any arbitrary (pixel) location. I check for collisions before they happen, then move the character by the right amount. For the wall sides, I find out if collisions will occur by getting the lines segments bordering th...
- Thu Sep 02, 2010 11:27 pm
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
Re: Action adventure game map test
Found a bug where in some instances you can walk through walls (Windows 7) After it seems that the music ends, love.exe has stopped working. I said there were these bugs in my first post. :huh: Any suggestions on how to fix them? Jasoco, what kind of collision detection does your game do? In my gam...
- Thu Sep 02, 2010 12:47 pm
- Forum: Libraries and Tools
- Topic: My own action adventure engine
- Replies: 61
- Views: 28481
My own action adventure engine
Skip to latest version A project I hope is going somewhere. SpaceNinja.love Some issues though: When the background music finishes, the game crashes. I can't get collisions with wall corners working. My code for corners is based on Gamasutra's article on circle/sphere collisions (I'm treating the c...
- Fri Aug 20, 2010 11:34 pm
- Forum: Support and Development
- Topic: XML Parser (for Tiled map files)
- Replies: 4
- Views: 2563
Re: XML Parser (for Tiled map files)
Aww. I want to use the nice shiny QT version.
Though, I suppose the Java version will do since Lua files would be easier to work with.
As an aside, Lua files are loaded by require-ing them. Is it possible to "unrequire" a file?
Though, I suppose the Java version will do since Lua files would be easier to work with.
As an aside, Lua files are loaded by require-ing them. Is it possible to "unrequire" a file?