Author Topic: Wormsblock [Axe]  (Read 23223 times)

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Offline Eiyeron

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Re: Wormsblock [Axe]
« Reply #135 on: August 09, 2012, 10:27:57 am »
Doing some sprites! Which do you need?

Offline Progammer

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Re: Wormsblock [Axe]
« Reply #136 on: August 09, 2012, 10:45:23 am »
Hmm every sprites you can see on gif / screenies xd . Blocks , Worm , button etc
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Offline Eiyeron

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Re: Wormsblock [Axe]
« Reply #137 on: August 09, 2012, 10:47:59 am »
Here a wall sprite test. Yup, the interior looks like a floor, but if you want, I can change that

Offline Progammer

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Re: Wormsblock [Axe]
« Reply #138 on: August 09, 2012, 10:50:49 am »
this is 32x32 :o
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
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Offline Eiyeron

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Re: Wormsblock [Axe]
« Reply #139 on: August 09, 2012, 10:52:01 am »
Yup, Cut these on 9 sprites. Each of the 8 border sprites are facing "air", and the middle fills the wall.
« Last Edit: August 09, 2012, 10:58:54 am by Eiyeron »

Offline Progammer

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Re: Wormsblock [Axe]
« Reply #140 on: August 09, 2012, 10:55:41 am »
Eh I see not too bad :)

Edit: But there is a problem with it :( My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
« Last Edit: August 09, 2012, 10:58:24 am by Progammer »
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

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Offline Eiyeron

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Re: Wormsblock [Axe]
« Reply #141 on: August 09, 2012, 11:00:12 am »
2 options for you!
You make a intelligent tilemap routine, or you use the other 8*8 sprite I did ^^

Offline Progammer

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Re: Wormsblock [Axe]
« Reply #142 on: August 09, 2012, 11:32:34 am »
2nd solution :) thank you
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

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Offline Hayleia

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Re: Wormsblock [Axe]
« Reply #143 on: August 09, 2012, 11:37:23 am »
Edit: But there is a problem with it :( 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 ;)
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Re: Wormsblock [Axe]
« Reply #144 on: August 09, 2012, 11:39:55 am »
Good idea! Should work! ;)
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