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Some limitations of platformers using pxl-test
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Some limitations of platformers using pxl-test
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Topic: Some limitations of platformers using pxl-test (Read 29680 times)
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Xeda112358
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Re: Some limitations of platformers using pxl-test
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Reply #60 on:
March 19, 2012, 06:11:11 pm »
Could you use another variable for the two instances?
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Re: Some limitations of platformers using pxl-test
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Reply #61 on:
March 19, 2012, 06:12:26 pm »
Explain, in psuedo, please.
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Xeda112358
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Re: Some limitations of platformers using pxl-test
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Reply #62 on:
March 19, 2012, 06:28:13 pm »
Well, I mean instead of using V twice, why not use W or something for one of them?
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Re: Some limitations of platformers using pxl-test
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Reply #63 on:
March 19, 2012, 06:46:44 pm »
I sort-of understand... i think... maybe not...
So like this:
Game loop:
Move and stuff, uses W
Change W to V
Displays stuff and uses pxl-test stuff for variable V
End game loop:
Or would that even help fix the problem?
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Xeda112358
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Re: Some limitations of platformers using pxl-test
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Reply #64 on:
March 19, 2012, 06:55:46 pm »
That might. Why do you need to change W to V?
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Re: Some limitations of platformers using pxl-test
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Reply #65 on:
March 19, 2012, 06:59:12 pm »
Because V is what is used for pxl-testing. It is the output of pxl-test (Actually, the function I use is called isPixelSet, but, whatever)
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Re: Some limitations of platformers using pxl-test
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Reply #66 on:
March 19, 2012, 07:01:30 pm »
Ah, I see, now. Well hopefully that code above helps you
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Re: Some limitations of platformers using pxl-test
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Reply #67 on:
March 20, 2012, 06:01:26 pm »
So what are some other limitations and solutions?
EDIT: Yay! So the scrolling problem is fixed(Not sure if that was even a problem...). The problem was that the enemy would try to go up a hill, but it wouldn't work. So I still need that V and W update-thingy I asked a little earlier to get working. So, you can post in my thread in "Computer Projects and Ideas". My thread is about the game I am making that I needed help with. The topic is the one called something about my new NXT game about a square.
«
Last Edit: March 20, 2012, 10:18:55 pm by nxtboy III
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Re: Some limitations of platformers using pxl-test
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Reply #68 on:
March 23, 2012, 06:27:00 pm »
So what are some other limitations and solutions?
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nxtboy III
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Re: Some limitations of platformers using pxl-test
«
Reply #69 on:
March 27, 2012, 10:06:52 pm »
Quote from: nxtboy III on March 23, 2012, 06:27:00 pm
So what are some other limitations and solutions?
Any?
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willrandship
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Re: Some limitations of platformers using pxl-test
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Reply #70 on:
March 28, 2012, 10:32:47 pm »
move collision checking to before moving player, but still in the game loop.
Edit: Argh: Page turn fail.
Here's one I'm not sure was brought up: pxl-test doesn't work on black stuff, so you'll need a mask for collision unless you border everything. In fact, it's better in many ways so that you can have passable black stuff and such, plus background images don't collide.
«
Last Edit: March 28, 2012, 10:34:24 pm by willrandship
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Re: Some limitations of platformers using pxl-test
«
Reply #71 on:
March 28, 2012, 10:34:18 pm »
So instead of doing this:
Loop:
Move
Check collision
end loop
Do this:?
Loop
Collision checking
move
end loop
?
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willrandship
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Insert sugar to begin programming subroutine.
Re: Some limitations of platformers using pxl-test
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Reply #72 on:
March 28, 2012, 10:36:43 pm »
yes, because then you'll get the closest values possible for the move command itself.
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nxtboy III
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Re: Some limitations of platformers using pxl-test
«
Reply #73 on:
March 28, 2012, 10:39:28 pm »
hmm... ya maybe so.
Any other limitations and solutions?
Also, I am making a platformer that does use pxltest-like collision, so if you could help in any way, go ahead (please).
http://ourl.ca/15431
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Need some help with levels PLEASE!!
willrandship
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Re: Some limitations of platformers using pxl-test
«
Reply #74 on:
March 28, 2012, 11:31:09 pm »
Well, looking over that it might be handy to have some form of basic compression, since most of your level data pics are blank space. You could save upwards of 50% space.
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