Author Topic: [Axe] Picraft 2  (Read 11582 times)

0 Members and 1 Guest are viewing this topic.

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #30 on: June 19, 2013, 01:01:09 am »
?

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #31 on: June 19, 2013, 01:01:44 am »
No

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: [Axe] Picraft 2
« Reply #32 on: June 19, 2013, 01:03:01 am »
I believe the primary issue is that your phone produces mp4 files, not gif files. I'd save taking screenshots for when you have access to a computer and an emulator that is capable of gif recording.

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #33 on: June 19, 2013, 01:03:36 am »
Okay
Edit* this is a bit off topic but can you use the pt-test command to create a collision detector?
« Last Edit: June 19, 2013, 01:13:15 am by Piguy-3.14 »

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: [Axe] Picraft 2
« Reply #34 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.
« Last Edit: June 19, 2013, 01:33:34 am by XiiR3CR34T10N »

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #35 on: June 19, 2013, 07:56:02 am »
What do you mean by "gets in the way later" as depending on how it gets in the way I may be willing to use it... Of course if I did I would give you credit:)
« Last Edit: June 19, 2013, 08:29:31 am by Piguy-3.14 »

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [Axe] Picraft 2
« Reply #36 on: June 19, 2013, 11:17:59 am »
Really Piguy, a tilemap is definitely the way to go. I don't know how you could do it in any other way.

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: [Axe] Picraft 2
« Reply #37 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) :o. 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. ;)

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [Axe] Picraft 2
« Reply #38 on: June 19, 2013, 12:39:24 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 ?

Also, as other said, you need a tilemap with a map in array anyway to draw and edit your map, so that said, just use that array again for collisions.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
Re: [Axe] Picraft 2
« Reply #39 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!  O.O

But yeah, If you have any questions on tilem mapping, search or ask around. Everyone here is quite helpful.
« Last Edit: June 19, 2013, 12:42:36 pm by XiiR3CR34T10N »

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #40 on: June 20, 2013, 12:37:02 am »
I don't know I have attempted tilemapping soooooo many times its rediculous; unless someone could literally do it for me I really do think it is impossible; I've gotten tilemapps to work, but they make future coding so much harder, as I am just not use to how they operate even though I have done every tutorial and studied them for weeks...

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: [Axe] Picraft 2
« Reply #41 on: June 20, 2013, 12:40:20 am »
I've gotten tilemapps to work, but they make future coding so much harder

I believe that the truth is actually quite the contrary. Tilemaps are used to make 2D game graphics easier and usually lend themselves to implementing actual gameplay aspects more easily as well.

What about tilemaps is holding you back? If you have specific questions, hopefully someone can help you through them.
« Last Edit: June 20, 2013, 12:41:15 am by Runer112 »

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #42 on: June 20, 2013, 12:51:22 am »
Lots, mainly placing and removing tiles, movement,changing the size, and some of the code are just a few...

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: [Axe] Picraft 2
« Reply #43 on: June 20, 2013, 12:55:57 am »
I thought you had a scrolling tilemapper working? That should handle most of the general code and the movement. To place/remove tiles, just change the value of the tile byte in the tilemap that you want to replace. As for changing size (I assume you mean size of tiles), I wouldn't really even recommend doing so, at least until you fully understand how the tilemapping engine works and can write your own.

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
Re: [Axe] Picraft 2
« Reply #44 on: June 20, 2013, 12:59:28 am »
I did but it was real buggy and had many issues