@Fuyosa pixel perfect collisions with the shadow would be a disaster for this projection, as it would essentially require the player to be dead-on with their shadow. I hope that in my implementation, I've allowed a suitable amount of leeway to reduce frustration with any potential platforming "puzzles" in the game to a minimum. Deep water tiles also need not extend to the edge of their visual representation - these tiles are all pure squares because they're placeholders for the actual MP tiles.
@TrueSoreThumb the panning is not part of the game -- the screen is static in-game. This was autopan used to highlight the points of interest in a rather large map.
Did you have to write any special code to test for collisions while the screen is moving? I was working on a SHMUP prototype that involves a moving obstacle wall and I was having a heck of a time trying to get smooth Y-axis collisions along the wall (as the ship naturally stays still, and the wall naturally moves).
@twincann0n the screen is actually static, but this video's been cropped down to display with automatic panning to highlight the points of interest. What you can do is basically stop movement in the direction of your detector if it is overlapping your wall, while still allowing movement in the other directions. If the wall is flat it won't make a difference, otherwise you'll need some sort of "push" code to free your sprite from the wall based on the angle of incidence.
I decided not to comment on the water collisions because the collisions in my games can oftentimes be less than precise.
Fuyosa 1 year ago
@Fuyosa pixel perfect collisions with the shadow would be a disaster for this projection, as it would essentially require the player to be dead-on with their shadow. I hope that in my implementation, I've allowed a suitable amount of leeway to reduce frustration with any potential platforming "puzzles" in the game to a minimum. Deep water tiles also need not extend to the edge of their visual representation - these tiles are all pure squares because they're placeholders for the actual MP tiles.
nobuyukinyuu 1 year ago
@nobuyukinyuu I refrained from commenting! D:
Fuyosa 1 year ago
Dear god, I LOVE The camera pan. might be a bit annoying at major action scenes, but..
GREAT WORK. O_O Now.... MOVING Tiles! MUAHAHAHHAHAHA!
But in any case, damn, dude. I wish I had gotten this far with any game. :D
TrueSoreThumb 1 year ago
@TrueSoreThumb the panning is not part of the game -- the screen is static in-game. This was autopan used to highlight the points of interest in a rather large map.
nobuyukinyuu 1 year ago
Did you have to write any special code to test for collisions while the screen is moving? I was working on a SHMUP prototype that involves a moving obstacle wall and I was having a heck of a time trying to get smooth Y-axis collisions along the wall (as the ship naturally stays still, and the wall naturally moves).
twincann0n 1 year ago
@twincann0n the screen is actually static, but this video's been cropped down to display with automatic panning to highlight the points of interest. What you can do is basically stop movement in the direction of your detector if it is overlapping your wall, while still allowing movement in the other directions. If the wall is flat it won't make a difference, otherwise you'll need some sort of "push" code to free your sprite from the wall based on the angle of incidence.
nobuyukinyuu 1 year ago
oh god I hate these kinda angled upside view games... X_X DIE
CounterNerd 1 year ago