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That's how it works in the actual game. If DT's port is preserving momentum the way I think it is, it should look just fine. This assumes that, for the most part, you are not playing the game by moving one step at a time (as that would completely defeat the purpose of the awesome physics). If you're actually running off of it, you'll continue forward and land on the top of the hill.
EDIT: Just to be clear, the lines that I drew in the actual Fancy Pants screenshot (the red lines) are the actual collision lines for the game itself (or as close as I could draw to where the lines are). I wasn't just making those lines up, I walked through and checked for where the boundaries are.
Also, Deep Thought, this would require having uni-directional walls. I don't know how easy or hard that would be with your current set-up, or whether you've already thought of that.
You should try to make the FPA-man spinning while falling down after running a half loopingIt looks bad if the fpa man falls down upside down, and then spins around, when touching the ground.
but everything else looks GREAT!!
Gotcha, thanks. Is that world two?
Already got those That's what I was thinking of for those "fake walls" -- just have part of the wall face the other way. That means that you won't be able to walk in the other direction, but I think walking the other way is rare enough that no one would notice.
Quote from: Deep Thought on July 10, 2011, 04:09:35 pmGotcha, thanks. Is that world two?Yep.
And it would draw ALL the lines, but only calculate collisions for the collision lines. Again, I don't know your structuring for each section, so that might not work. That's how I would do it though.
It might be easier if you draw all the collision lines on the front buffer, then draw in the pretty stuff on the back buffer and use the front buffer for detection.
Quote from: ZippyDee on July 10, 2011, 04:48:22 pmQuote from: Deep Thought on July 10, 2011, 04:09:35 pmGotcha, thanks. Is that world two?Yep.I'm keeping it world one for now