Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.
Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!
Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>
Collision bug? Explain a little more perhaps I could help :D?
Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------
shaped collision box. It's probably because of how i collision/movement elsewhere, though.
So is it a pathfinding system?
No, it's a collision detection algorithm >_>
I don't understand... Why would you need an algorithm to detect collisions >.<? Pixels? If so, you shouldn't need an algorithm for that >.<.... Or... Atleast an official one.
Without a collision detection algorithm, you can't tell when objects are colliding...
Oh, well I've made something simular to what I think you are talking about.. I never considered it an Algorithm though however, I do believe the defenition for algorithm is something simular to, "A set of basic rules." So yay me! I can make algorithms >.<.
ANYWHO!! So I don't seem completely self centered I guess now I will wish you luck ^-^... Good luck..
P.S. To see what I am talking about try checking out my Pixel Bullets 2 zip...
You're still either use BYOND's built in collision detection, or you're using bit map collision, which is very laggy on a large scale.
Well, what I am assuming you are trying to do is a pixelized collision system. You can just use GetPixel for that. However, you are probably right. Im sure it would turn out to be very laggy >.<
You're still either use BYOND's built in collision detection, or you're using bit map collision, which is very laggy on a large scale.