Author Topic: [GENERAL ALGORITHM] Tile collision and events  (Read 3912 times)

0 Members and 1 Guest are viewing this topic.

arti

  • Guest
[GENERAL ALGORITHM] Tile collision and events
« on: July 05, 2005, 01:28:00 pm »
I never made a full-rpg before, and the first way I thought of for making (special, unique) events for a tile-map RPG is something like:

c1-->
CODE
ec1
if (xlocation == 7 & ylocation == 4) {

 

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[GENERAL ALGORITHM] Tile collision and events
« Reply #1 on: July 05, 2005, 01:52:00 pm »
May I please direct your attention to my article that I wrote? It explains 3 different ways for hit and event detection...

http://tifreakware.calcgames.org/downloads/aticlefiles.zip
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

arti

  • Guest
[GENERAL ALGORITHM] Tile collision and events
« Reply #2 on: July 05, 2005, 03:08:00 pm »
Yea, that's what I had in mind myself, but your article explained everything in more depth, and gave me some nice ideas! Thanks :)smile.gif

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[GENERAL ALGORITHM] Tile collision and events
« Reply #3 on: July 06, 2005, 12:47:00 pm »
Not a problem. I do try to make everything as simple as possible, yet look extremely complex. :)smile.gif

Though sadly, I don't have the exp in 68k basic yet. I think I will start workin on learnin some of that tonight...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%