Hi guys,
I have just come back to this site after 6 years and am amazed to see how things have changed.
I always thought the tile based system of movement and collisions was always going to be a thing BYOND game developers had to work around as I believed it was a fundamental part of how Dream Maker operated.
But after a few minutes of trying to relearn how to code here I find that pixel based movement appears to be the built in norm nowadays. This is amazing but now I wonder how collisions are done if a tile system is no longer the way mobs relate to the world anymore.
So my questions are;
1) Are collisions now done using a non tile based method?
2) If yes, does this mean that mobs no longer have to be the same size as a tile in regards to hit detection?
ID:1695463
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Thank you so much for the reply, your explanation is really helpful. It's so cool that BYOND can do that these days and opens up all kinds of possibilities.
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I think the original announcement (as well as the DM Reference) has plenty of information about this.
http://www.byond.com/forum/?post=117967 |
The bounding box for collisions can be set as follows:
And Pixel-Based collision is as easy as:
When two mobs no longer overlap, Uncross() is called, following which Uncrossed() is called if the end of collision succeeds.