ID:272540
![]() Sep 5 2008, 12:14 pm
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Is there a way to make a character move smoothly like a car rather than icon by icon? I want to make a game like a game I found on shizmoo.com called MiniBlast. But in order to do that I need smoother movements as opposed to icon by icon movement.
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![]() Sep 5 2008, 12:17 pm
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Search for pixel movement then.
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There is a 3D Ball code which has a meathod of pixel_movement
meathod, like a moving veichle. http://www.byond.com/developer/Ss4toby/3DBall it might be similar to what u are needing. |
That's almost EXACTLY what I need only I need it to be a sort of side-scroller with "gravity" so when the character's jump they'll fall back down like in real life lol.
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well there are sidescroller demos, but I dunno if combining the 2 styles would be pretty interesting.....
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The game I'm thinking of was never boring. It was so basic yet so addicting. And I said it was KIND of like a sidescroller, but there's a Y axis involved where the character can jump/jetpack around in.
Also, is there a way to have the game calculate where your mouse is positioned on the map so that when you click your gun fires in that direction? Again I don't want icon by icon coordinates, pixel by pixel is a must :D |
Click() and related procs have the the actual pixel values in the params argument (look 'mouse control' up for more info).
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You mean like this?
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With all due respect, I dont think thats a good demo to be throwing at a novice.
Like trying to explain the reason of why the earth goes round to a one year old, they wont understand yet~ |
Yes exactly like that :D Only the characters have a sort of jetpack that allows them to "jump" longer.
EDIT By the way, I'm not sure if it's just my connection being annoying or if it's the game, but it seems to be very laggy :\ Like, not smooth at all. Choppy I guess would be a word for it. EDI2 Nevermind, it was just my internet being annoying... |
Is it possible to have the character looking at the mouse's position on the map? Of course using different icon states that are looking N,E,W,S,NE,NW,SE,SW.
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The pixelstep portion is fairly well documented, and can be pretty much just dropped into a system like he wants. The game loop is pretty simple and so are the movements. I should add circle collision detection, which would be simpler (and admitedly, more appropriate for the player's sprite), but the proc there is ok for this demo. Yeah, it's got some advanced stuff, but the core pixel movement should enough of an engine to set him down the path, or complex enough to scare him away.
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What kind of collision detection is it called, by the way? I just always called that formula "Trig collision detection" because I don't understand much trig >_>
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This is just box collision detection. Basically, it just compares boundaries of a box around the atoms, and reports a collision. Circle collision compares the radius of a circle from the center of the atoms, which is easier to calculate.
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Well there's only one type of collision I'd need in this game and that would be for picking up weapons and what not. Like if you run into a weapon pack (icon in this game) your weapon would automatically change to the newly picked up weapon.
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