ID:99962
 
After seeing and playing around with Forum_Accounts Pixel Movement / Sidescroller Demo, I couldn't help but think of a bunch of new game ideas.

While there have been other pixel movement demo's, this one is really clean and straight forward. While Forum_Account may have the worst account name ever, he(assuming) certainly knows how to present projects with a polished look.

So, on to the ideas. The first prototype I wanted to create was pixel based movement using the mouse.The second was for NPC's to use the pixel based movement.

I merged both prototypes into a little demo and mixed in some stolen graphics . The demo has two modes. Hover to move or click to move. Other than moving around, there isn't much to do.

The server will be up for a short while. I'd like to hear your thoughts but keep in mind, its just a prototype.

Feedback on the pixel movement system should go to "Forum_Account" while feedback and suggestions on the demo can go to me.

Play Demo

ts



How do you talk?
Albro1 wrote:
How do you talk?

There is an input below the chat output.
+Yea.
Click mode is awesome. +Yea.
I quite like Click mode, one downside is getting through a single tiled entrance can take a few attempts. Nothing serious but a downside if you're being chased for example.

I'm not too keen on the Hover mode, I can't see it being ideal in many RPG's. If you wanted to click something on the map of move the mouse of the map to interact with the interface, your player is going to move away from it's position.

Perhaps a small feature where you hold down Shift, which will allow you to move your mouse without your character moving?
pretty nice job here, as said cant see the hover mode being useful in a RPG type game but other games i could, like one of the space shooter games can control ship with mouse and fire with buttons. Though one thing i noticed is it doesnt exactly take a straight trip to the points, this could be causing the trouble with going through pathways
You should disable any click routines if arrow key movement is initiated. Otherwise the camera jitters around like crazy. Diagonal movement for arrow keys should be added since you're already able to do it when clicking.
Danny Roe wrote:
I quite like Click mode, one downside is getting through a single tiled entrance can take a few attempts.

Agreed, that will have to fixed. Even with practice, its too challenging.

I'm not too keen on the Hover mode, I can't see it being ideal in many RPG's. If you wanted to click something on the map of move the mouse of the map to interact with the interface, your player is going to move away from it's position.

As-is, your right. I was thinking of a hybrid where this mode is optionally used for longer distance travel while click mode is used for finer control. The shift idea is a good one. Perhaps shift enters hover mode? I'll play around with it some more.

Thanks for the great suggestions.
ts
NightJumper88 wrote:
pretty nice job here, as said cant see the hover mode being useful in a RPG type game but other games i could, like one of the space shooter games can control ship with mouse and fire with buttons. Though one thing i noticed is it doesnt exactly take a straight trip to the points, this could be causing the trouble with going through pathways

There are a handful of bugs. The latest is my own doing. I was tweaking various things trying to prevent a specific corner bug from occurring and now the end of a move is seen to stagger a little bit. It needs work. :)

SuperAntx wrote:
You should disable any click routines if arrow key movement is initiated. Otherwise the camera jitters around like crazy. Diagonal movement for arrow keys should be added since you're already able to do it when clicking.

oh, lol. That's a good idea. I'll fix it so the keyboard works and puts you in a different mode. Originally, I had meant to disable keyboard movement but for some reason, my quick Move override hack didn't work.
Thanks for the post. I was hoping the demo would inspire some sidescrollers, or some new kinds of top-down games at the very least. The demo has gotten a lot more downloads since this post, thanks again!

Perhaps a small feature where you hold down Shift, which will allow you to move your mouse without your character moving?

I don't think that you can create macros for the shift key but something like this could certainly be done with a different key.
Forum_account wrote:
Thanks for the post. I was hoping the demo would inspire some sidescrollers, or some new kinds of top-down games at the very least. The demo has gotten a lot more downloads since this post, thanks again!

No problem... :) I've totally revamped the entire project to use the Bresenham line algorithm. I should have a new release today or tomorrow. Although, the movement will just appear a little more consistent.

Perhaps a small feature where you hold down Shift, which will allow you to move your mouse without your character moving?

I don't think that you can create macros for the shift key but something like this could certainly be done with a different key.'

ah... I've never really tried so... I have some things to learn there.

I remember trying unsuccessfully to make shift be the run key in spies but maybe something has changed since then.