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Sarah


Advanced Member


Joined: 17 Sep 2011
Posts: 261

Posted: 03 Feb 2012 07:01:21 pm    Post subject: [Prizm] Platforming game shell

Inspired by another game for Prizm, I decided to make a platforming game shell with jumping and falling and dying if you fall into a pit.

Being the stubborn girl I am, I am, yet again, using my own method for collision detection.

Jumping needs to be added, but falling works perfectly fine.
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comicIDIOT


Guru


Joined: 01 May 2006
Posts: 5107
Location: SFBA, California

Posted: 03 Feb 2012 09:58:54 pm    Post subject:

Sounds exciting! How many blocks can you fall without dying? Do some break away? I'm assuming certain tiles are spikes and kill you upon landing on them?

It'd be neat to incorporate a way to walk through spikes. If there are spikes on ground, your speed slows and you can't run/sprint. But if you fall on them, you either loose considerable health or die depending on the height of the fall when compared to normal tiles.
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Sarah


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Joined: 17 Sep 2011
Posts: 261

Posted: 04 Feb 2012 12:12:40 am    Post subject:

comicIDIOT wrote:
Sounds exciting! How many blocks can you fall without dying? Do some break away? I'm assuming certain tiles are spikes and kill you upon landing on them?

It'd be neat to incorporate a way to walk through spikes. If there are spikes on ground, your speed slows and you can't run/sprint. But if you fall on them, you either loose considerable health or die depending on the height of the fall when compared to normal tiles.


WHOA THERE BOY

I need to add jumping first..
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comicIDIOT


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Posted: 04 Feb 2012 01:00:14 am    Post subject:

Neutral
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allynfolksjr


Minor Calculator Deity


Joined: 20 Apr 2005
Posts: 1273

Posted: 04 Feb 2012 01:06:31 am    Post subject:

Aren't you a little old for her, comicIDIOT?
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55749
Location: Earth, Sol, Milky Way

Posted: 04 Feb 2012 06:38:20 am    Post subject:

comicIDIOT wrote:
Neutral
/me does a find-replace to turn comic's original post into all future tense.

Can you tell us a bit more about this collision-detection method that you're imagining (or already built?), Sarah? I'm intrigued.
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Sarah


Advanced Member


Joined: 17 Sep 2011
Posts: 261

Posted: 04 Feb 2012 02:35:29 pm    Post subject:

KermMartian wrote:
comicIDIOT wrote:
Neutral
/me does a find-replace to turn comic's original post into all future tense.

Can you tell us a bit more about this collision-detection method that you're imagining (or already built?), Sarah? I'm intrigued.


The one in my RPG adapted for this use. That's why I said I'm stubborn Razz
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KermMartian


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Joined: 14 Mar 2005
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Posted: 05 Feb 2012 09:00:43 am    Post subject:

Yeah, but I'm not sure how it works. Does it use matrix-based detection, pixel-checking detection, something else?
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Ashbad


... I think redheaded girls are kind of cool


Joined: 01 Dec 2010
Posts: 2417
Location: Stomp Stomp Stomp, The Idiot Convention

Posted: 05 Feb 2012 11:04:59 am    Post subject:

KermMartian wrote:
Yeah, but I'm not sure how it works. Does it use matrix-based detection, pixel-checking detection, something else?


IIRC, it was based on detecting characters in a String format map, so I would assume this would be the same, Sarah?
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Sarah


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Joined: 17 Sep 2011
Posts: 261

Posted: 05 Feb 2012 09:20:46 pm    Post subject:

Ashbad wrote:
KermMartian wrote:
Yeah, but I'm not sure how it works. Does it use matrix-based detection, pixel-checking detection, something else?


IIRC, it was based on detecting characters in a String format map, so I would assume this would be the same, Sarah?


I use a list-based system, where each space on a map is a value on a list of 147 variables. I get the values of X-1, Y-1, X+1, Y+1, and get the value of the variable List 1[Y*21-(21-X)]

It's alot simpler than it sounds.
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Sarah


Advanced Member


Joined: 17 Sep 2011
Posts: 261

Posted: 06 Feb 2012 07:42:06 pm    Post subject:

Added jumping, have some bugs, but works.
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