Author Topic: Statues  (Read 7072 times)

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Offline epic7

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Re: Statues
« Reply #15 on: November 21, 2011, 08:56:37 pm »
Im failing at pxltests for the edge of the grid

Offline saintrunner

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Re: Statues
« Reply #16 on: November 21, 2011, 08:58:04 pm »
need help?
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Offline collechess

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Re: Statues
« Reply #17 on: November 21, 2011, 09:00:03 pm »
For this kind of game, you might be better off using a tilemap.
« Last Edit: November 21, 2011, 09:00:13 pm by collechess »

Offline epic7

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Re: Statues
« Reply #18 on: November 21, 2011, 09:00:13 pm »
Maybe. The movement and stuff confuses me since the dimentions of the boxes are kinda wierd.

Offline saintrunner

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Re: Statues
« Reply #19 on: November 21, 2011, 09:01:55 pm »
AHH, yeah I usually right down dimensions and locations, before I pxl-test. It helps my brain remember the stuff better, plus its faster.
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Offline collechess

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Re: Statues
« Reply #20 on: November 21, 2011, 09:01:58 pm »
What do you mean?  You can probably just use a mix of ClrDraw and PtOn to display irregular sprites.

Offline chattahippie

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Re: Statues
« Reply #21 on: November 21, 2011, 09:03:48 pm »
Im failing at pxltests for the edge of the grid

Draw a double thick border around the outside, it will make pixeltesting easier. Just make it (the statue) look for the two barriers at once, and then it knows it is at an edge

Offline mrmprog

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Re: Statues
« Reply #22 on: November 21, 2011, 09:03:48 pm »
For this kind of game, you might be better off using a tilemap.
I think a tilemap is the best. I may release a tool for tilemaps later this week if you are interested.
« Last Edit: November 21, 2011, 09:04:35 pm by mrmprog »

Offline epic7

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Re: Statues
« Reply #23 on: November 21, 2011, 09:05:09 pm »
No, Im having problems making the sprites stop moving once they reach the end of the board.
I thought the boxes dimentions were 8x8 but I think they aren't, so my tests are screwed up

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Re: Statues
« Reply #24 on: November 21, 2011, 09:06:14 pm »
Im failing at pxltests for the edge of the grid

Draw a double thick border around the outside, it will make pixeltesting easier. Just make it (the statue) look for the two barriers at once, and then it knows it is at an edge

Actually, I just finished doing that right before you posted that! It doesnt work because I think my pxl tests are off.

Offline saintrunner

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Re: Statues
« Reply #25 on: November 21, 2011, 09:06:48 pm »
I think a tilemap is the best. I may release a tool for tilemaps later this week if you are interested.

I could use that!
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Offline chattahippie

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Re: Statues
« Reply #26 on: November 21, 2011, 09:06:56 pm »
If you send me the code I can try to make it work for you

Offline epic7

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Re: Statues
« Reply #27 on: November 21, 2011, 09:14:21 pm »
Attached is source, bmp pic of the game grid, and ti pic of the grid


The the first y column of the sprite is empty so it starts on the second y column.

Offline chattahippie

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Re: Statues
« Reply #28 on: November 21, 2011, 10:17:49 pm »
Okay. I will see what I can do... it will take a day or two for me to repost my fix

Offline chattahippie

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Re: Statues
« Reply #29 on: November 22, 2011, 11:05:53 pm »
Okay, I fixed the wall collisions for you... here you go
Oh, and good luck with the statue collision, I don't think it will be very easy