This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - XiiDraco
Pages: 1 ... 26 27 [28] 29 30 ... 38
406
« on: June 19, 2013, 12:41:23 pm »
I agree with XiiR3CR34T10N, pxl detection is not a good idea. I made that in TinyCraft at first, and it worked well... before the mobs came. And when mobs are off-screen, how do you pixel test ?
Golly I remember trying to do that in mine, what a nightmare! But yeah, If you have any questions on tilem mapping, search or ask around. Everyone here is quite helpful.
407
« on: June 19, 2013, 12:36:01 pm »
The reason it gets in the way, is that you need a tilemap/array to be able to break/place blocks anyway, otherwise I have no clue on how you are going to do that. To make the game feasible, you will need to make more space than just the screen that you are on, so you will need a bigger, not confined "screen space", thus a scroller. And to make a scroller, You should really make a tile map (because it takes less space, and IRL time to make) if you want random generation, I could not possibly think of a way to do it by hand (Random generation) . Since you must scroll the screen and you will need relatively small blocks, thus they will all have to have black borders which don't look the greatest. Trust me, I have done this project before, and I have created pxl-test collision MANY times before, in the long run it's just not that feasible. If you want I can help you with the tile mapping part, I have some pretty good understanding of it all. Not to mention all of the other great people on this forum, which are infinitely time better at this than me.
408
« on: June 19, 2013, 01:37:16 am »
5330: You work on a clone of terraria for the 84, but lose all your work because you made a RAM crashing error in a chemistry conversion program.
409
« on: June 19, 2013, 01:28:13 am »
Yes, and it's called pxl-test. But I would advise not to. By doing so you will have to create a constant black edge on all of the blocks. I would advise using an array, and checking the location of the blocks that way.
If you wish to create a collision detector this way you must detect for the pixel's under the players feet, to his right, to his left, and to his head. I have used this method in the past, but it gets in the way later.
410
« on: June 19, 2013, 12:58:43 am »
I hit the attachments button at the bottom and found the file.
411
« on: June 19, 2013, 12:56:33 am »
.gif upload test:
EDIT: Works for me, would you like me to upload your .gif?
412
« on: June 19, 2013, 12:50:22 am »
A .gif is a photo. If you add it as a photo it should work, never tried it though. Hmm didn't work. At the bottom it says you uploaded a .jpg. Did you mean to do that? EDIT: O' Crap, now it looks like I double posted.
413
« on: June 19, 2013, 12:46:23 am »
Seems interesting, I hope this one Minecraft project gets finished, because all others so far were abandonned >.<
Ha ha, ya. I started to make a terraria clone with Axe. I got into the scrolling and had it pretty good, then I lost all my data for it and just quit .
414
« on: June 18, 2013, 10:07:01 pm »
Oh, no no no. I would never straight up hard code it, I did that with JukeII. Was the worst experience ever. No, I use lists to randomly create objects in space, and keep track of their data via the sprite class. this allows me to add and remove all the data pertaining to one object at one time, or change it all with just one command using the "for each" statement. If I hard coded them all I think I would just stop right now... lol.
415
« on: June 17, 2013, 10:53:10 pm »
It would make it only a little bit harder. The way I have done it, there are boxes around the sprites for collision detection. The thing is I don't exactly want collision detection, because 1) Ships can fly under or over other things. 2)walls are useless because it is infeasable to cover all that space.
What is your take on it.
416
« on: June 17, 2013, 09:57:43 pm »
Ah, ok no. Almost none of it is tilemap based. All of the asteriod structures and planets are handmade to he fullest then randomly placed the the pixel in the game. The only thing that could be close tilemap, if I understand it, is that enemy ships will take compatable spaceship ship parts and randomly throw them togethor to get random ships and stations.
417
« on: June 17, 2013, 08:21:39 pm »
Well not IE, its sony's little brand thing.
418
« on: June 17, 2013, 08:18:28 pm »
Tilemap... Um, like when you have an array that has an X and Yfor for each tile? Or um, I've heard of tilemap before but can't quite place it to a definition. Could you explain?
419
« on: June 17, 2013, 04:41:41 pm »
5320: You want to go on omni but are too lazy to use your computer so you use your Vita.
420
« on: June 17, 2013, 04:32:05 pm »
If you really want to make it o you detect collision throuh pixels, all of the blocks will have to have a black edge. But if you want to, use pxl-test. This will give you a 1 or zero back, So you can test the pxls in front of he moving object and determine wether it hit something or not.
Please excuse the double post my PsVita is being derpy.
Pages: 1 ... 26 27 [28] 29 30 ... 38
|