Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
General Calculator Help
»
[GENERAL ALGORITHM] Tile collision and events
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: [GENERAL ALGORITHM] Tile collision and events (Read 3914 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) {
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[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
Logged
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
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[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.
Though sadly, I don't have the exp in 68k basic yet. I think I will start workin on learnin some of that tonight...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Print
Pages: [
1
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
General Calculator Help
»
[GENERAL ALGORITHM] Tile collision and events