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Author Topic: Wormsblock [Axe] -  (Read 5824 times) Bookmark and Share
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Eiyeron
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« Reply #135 on: 09 August, 2012, 16:27:57 »
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Doing some sprites! Which do you need?
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« Reply #136 on: 09 August, 2012, 16:45:23 »
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Hmm every sprites you can see on gif / screenies xd . Blocks , Worm , button etc
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Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
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« Reply #137 on: 09 August, 2012, 16:47:59 »
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Here a wall sprite test. Yup, the interior looks like a floor, but if you want, I can change that


* WallSprites.png (0.28 KB, 32x32 - viewed 49 times.)
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« Reply #138 on: 09 August, 2012, 16:50:49 »
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this is 32x32 Shocked
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Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome Smiley


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« Reply #139 on: 09 August, 2012, 16:52:01 »
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Yup, Cut these on 9 sprites. Each of the 8 border sprites are facing "air", and the middle fills the wall.


* Sprite-0002.png (0.35 KB, 48x48 - viewed 50 times.)
« Last Edit: 09 August, 2012, 16:58:54 by Eiyeron » Logged




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« Reply #140 on: 09 August, 2012, 16:55:41 »
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Eh I see not too bad Smiley

Edit: But there is a problem with it Sad My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
« Last Edit: 09 August, 2012, 16:58:24 by Progammer » Logged

Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome Smiley


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« Reply #141 on: 09 August, 2012, 17:00:12 »
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2 options for you!
You make a intelligent tilemap routine, or you use the other 8*8 sprite I did ^^
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« Reply #142 on: 09 August, 2012, 17:32:34 »
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2nd solution Smiley thank you
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Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
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« Reply #143 on: 09 August, 2012, 17:37:23 »
+1

Edit: But there is a problem with it Sad My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
Easy way to avoid this problem: use two buffers.
One buffer is for displaying, the other one is not displayed and is for collision detection Wink
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« Reply #144 on: 09 August, 2012, 17:39:55 »
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Good idea! Should work! Wink
(I'm p2, using sorunome's laptop) ^^
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