Author Topic: Grappler!  (Read 30214 times)

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Offline parserp

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Re: Grappler!
« Reply #180 on: December 16, 2011, 10:50:29 pm »
* epic7 scans
You mean for how fast the velocity is, the farther down and larger area to check for pixels?
exactly. (so it doesn't accelerate through stuff) :)

Offline LincolnB

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Re: Grappler!
« Reply #181 on: December 16, 2011, 10:52:46 pm »
Parser's right ^
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Offline epic7

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Re: Grappler!
« Reply #182 on: December 16, 2011, 11:04:05 pm »
That's exactly what I tried! However it always detected a pixel and tragically failed. I thought I was using the wrong strategy. I guess I was right!

I still have that code commented out in grappler, so I'll tweak untill I give up or fix it.

In other news, this has been my 1000th post!
« Last Edit: December 16, 2011, 11:21:11 pm by epic7 »

Offline LincolnB

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Re: Grappler!
« Reply #183 on: December 16, 2011, 11:05:28 pm »
That's exactly what I tried! However it always detected a pixel as tragically failed. I thought I was using the wrong strategy. I guess I was right!

I still have that code commented out in grappler, so I'll tweak untill I give up or fix it.

In other news, this has been my 1000th post!

Haha this is my first ever working attempt at accurate collision detection. I have seriously tried >9001 times.
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Offline leafy

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Re: Grappler!
« Reply #184 on: December 16, 2011, 11:08:21 pm »
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.
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Offline LincolnB

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Re: Grappler!
« Reply #185 on: December 16, 2011, 11:09:14 pm »
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.

Eh, it was the only way I could think of for purely pxl-test based collisions. I'm sure tilemap collisions are more efficient.
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Offline epic7

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Re: Grappler!
« Reply #186 on: December 16, 2011, 11:09:43 pm »
What the efficient way?

Offline leafy

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Re: Grappler!
« Reply #187 on: December 16, 2011, 11:10:25 pm »
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.
Eh, it was the only way I could think of for purely pxl-test based collisions. I'm sure tilemap collisions are more efficient.

From my experience it's usually faster to move the object by all the velocity, then move it backwards pixel by pixel until it stops colliding.
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Offline LincolnB

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Re: Grappler!
« Reply #188 on: December 16, 2011, 11:10:48 pm »
Well, the thing about tilemap collisions is that it's harder to support things like slopes and really small tiles. In a tilemap based system, you collide with tiles regardless of whether or not you chose to display them.
« Last Edit: December 16, 2011, 11:11:14 pm by buttsfredkin »
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Offline epic7

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Re: Grappler!
« Reply #189 on: December 16, 2011, 11:12:13 pm »
That's a good idea :D

Would you reccomend pxltests or tilemap collisions?

My tilemaps are all 8x8 square that all collide with the guy
« Last Edit: December 16, 2011, 11:12:52 pm by epic7 »

Offline LincolnB

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Re: Grappler!
« Reply #190 on: December 16, 2011, 11:14:48 pm »
That's a good idea :D

Would you reccomend pxltests or tilemap collisions?

Personally, I'd go for the pxltests, however you want to implement it. Leafy, the way I see it a problem with that way is that if you want to have really thin tiles, like a line, you might end up accelerating right through them.
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Offline epic7

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Re: Grappler!
« Reply #191 on: December 16, 2011, 11:17:40 pm »
And Ill have bricks that have a border but on the inside will be somewhat empty.
So it might stop colliding early with leafy's.

But... If I wanted to, how would I do a tilemap collision?
« Last Edit: December 17, 2011, 12:09:07 am by epic7 »

Offline LincolnB

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Re: Grappler!
« Reply #192 on: December 17, 2011, 04:50:32 pm »
uh...I would PM BuilderBoy or leafiness0. I know how to do it in theory, but have yet to implement it.
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Offline epic7

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Re: Grappler!
« Reply #193 on: December 17, 2011, 05:30:56 pm »
I think I'll probably use leafy's strategy from above and try to tweak the tiles so it won't stop colliding early.
« Last Edit: December 17, 2011, 05:32:15 pm by epic7 »

Offline ztrumpet

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Re: Grappler!
« Reply #194 on: December 17, 2011, 10:09:56 pm »
You could also just cap the "terminal" velocity of the character.  This would limit the checking so it would have a maximum of places to check.  For instance, if you capped your Yvelocity var at 512, the character could only move a maximum of two pixels down per frame (assuming *256 inflation).

As for tilemap based collisions, check here: http://ourl.ca/4279/169823