Author Topic: platform collision question.  (Read 19293 times)

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Offline Builderboy

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Re: platform collision question.
« Reply #30 on: June 11, 2010, 08:02:19 pm »
Axe sonic might be an interesting feat o.O Considering the asm version never seems to go anywhere...

SirCmpwn

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Re: platform collision question.
« Reply #31 on: June 11, 2010, 08:03:09 pm »
Well, I'm not too eager to add to my already large project list, but I may try it out when I finish a couple of projects.

Offline DJ Omnimaga

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Re: platform collision question.
« Reply #32 on: June 11, 2010, 08:05:32 pm »
I do not plan to make Sonic, but I gave it as an example of speedy game, just to be certain for other type of games (such as top view racing games like megacar). If you can confirm to me that in 6 MHz mode, redrawing the entire half-byte tilemapper (6x4 16x16 tiles or 12x8 8x8 tiles) every frame gives at least 20 FPS with tile collision detection added, I'm ditching my idea of just updating the row/col of tiles my game is scrolling from immediately lol. That's what holds me back the most in any developpement of what I would like to make. I will most likely still need help, though, when you start coming again regulary on IRC

Offline Builderboy

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Re: platform collision question.
« Reply #33 on: June 11, 2010, 08:06:33 pm »
Hah me too, and just playing a small sonic game on the web shows how difficult the physics is to accomplish.

SirCmpwn

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Re: platform collision question.
« Reply #34 on: June 11, 2010, 08:07:18 pm »
:/ I'm not sure, HL2 gets slowed down a little on 6 MHz, but I also do complex physics calculations and draw several extra sprites each frame, so I would guess it gets pretty good performance.  Advance Wars TI runs fast with scrolling (not smooth yet) and unit drawing in 6 MHz.

Offline DJ Omnimaga

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Re: platform collision question.
« Reply #35 on: June 11, 2010, 08:10:11 pm »
Aaaah ok. Personally I would prefer adding smooth scrolling in what I want to make. That said, I could always make the project 15 MHz-only too, though. It would suck for non 84+ owners, tho

SirCmpwn

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Re: platform collision question.
« Reply #36 on: June 11, 2010, 08:12:25 pm »
Smooth scroll probably won't hinder it too much, at most it would drop 1FPS if I'm predicting properly.

Offline DJ Omnimaga

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Re: platform collision question.
« Reply #37 on: June 11, 2010, 08:17:05 pm »
yeah that's what I thought. It would mostly involves drawing the map at a different offset and one additional row/col of tiles (unless you want to emulate a NES style scrolling glitching effect) and most likely not require as much code as checking in which direction I am scrolling to draw the appropriate row/col of tiles

Also btw, do your games check for vertical and horizontal collisions separately? Personally that's what I thought about doing because with diagonal movements I was worried about going through walls that looks like this:

Code: [Select]
O
 O

But at the same time, would that slow things down too much?

SirCmpwn

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Re: platform collision question.
« Reply #38 on: June 11, 2010, 08:19:33 pm »
No, there isn't too much slow down with fewer objects.  I check horizontal and vertical separately, yet linked in a way.  It's a bit complex.  I explain it in The Complete Guide to Effective Axe.  Also, I explain a method of smooth scroll that requires less effort than what you say, just by drawing an extra row/column of tiles, and some clever division.

Offline DJ Omnimaga

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Re: platform collision question.
« Reply #39 on: June 11, 2010, 08:43:43 pm »
aaah sounds promising :D