#27173 - mr_square - Tue Oct 05, 2004 12:36 pm
Hi all. Thanks to this place I've got a very nice finite state machine system working to handle sprite movement and animation, so I'm now starting to look at putting some basic levels in.
I can handle displaying and moving multiple backgrounds, but I'm really after some tips on how best to create and store collision data (platforms etc). Anyone have any helpful tips and tricks to share?
#27184 - ScottLininger - Tue Oct 05, 2004 4:56 pm
Are you doing a 2-D scroller/platformer?
-Scott
#27188 - mr_square - Tue Oct 05, 2004 5:56 pm
ScottLininger wrote: |
Are you doing a 2-D scroller/platformer?
|
yep, sorry, should have said really :p
#27235 - LOst? - Thu Oct 07, 2004 3:20 am
mr_square wrote: |
Hi all. Thanks to this place I've got a very nice finite state machine system working to handle sprite movement and animation, so I'm now starting to look at putting some basic levels in.
I can handle displaying and moving multiple backgrounds, but I'm really after some tips on how best to create and store collision data (platforms etc). Anyone have any helpful tips and tricks to share? |
I'm up to this point as well. Too bad it's here you usually go by yourself since no other topics have been found.
If you don't find any tools for creating collision data, you have to write one yourself. I was close to find a tool but it was not finished.
#27236 - sajiimori - Thu Oct 07, 2004 4:19 am
You could use a regular map editor and associate certain tiles with properties -- like a red X could mean solid.
#27237 - LOst? - Thu Oct 07, 2004 6:10 am
I simply decided to use tile masks. One byte is one pixel. 0 is non-solid and 1 is solid. I could have made them bitwise too but I don't really care about size.
Then I will use an index of angles so that you can't run up a slope as fast as you run it down.
And the funniest thing will be to develop 4 collision routines I will use for my enemy system so I can collide with floor, ceiling, left and right walls. Of course this is just in my mind. it's another thing writing it and making it work. I have already done the masks though :P
And I rather go with tables than math since the low resolution and speed of the GBA is in count, and I want it to look good and run smooth.
#27245 - yaustar - Thu Oct 07, 2004 3:19 pm
Try nessie's maped http://nessie.gbadev.org/
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#27270 - mr_square - Thu Oct 07, 2004 9:37 pm
I've had a fiddle around with MapEd, but whenever I try to add collision tiles and output the map as a header, the BG_Collisions file just contains a load of 0x0000's...
#27274 - LOst? - Thu Oct 07, 2004 11:14 pm
mr_square wrote: |
I've had a fiddle around with MapEd, but whenever I try to add collision tiles and output the map as a header, the BG_Collisions file just contains a load of 0x0000's... |
MapEd works for me
#27278 - yaustar - Fri Oct 08, 2004 1:07 am
(This is from memory)
Using the collision tiles supplied with mapEd, 0x0000's is empty/walkable space.. every other number corresponds to one of the non-empty collision tiles in maped
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