-Character collision fixed (might still have issues with wrapping map edges)
-Camera jitter fixed
-NPCs defined by map layer index properties (notice that they reload at the same position)
-Fixed a framerate-killing glitch with the character draw function (it kept queuing up a Draw() method in the map layers on update, when it should have just been once at load time)
Using a different sprite for testing right now. Bartz was the first 16x16 sprite I could think of, and the 2-frame animation seems to work better than the 3-frame template I was using. That'll eventually be replaced when I start adding more character sprites, and I'd also like to support sprite sizes other than the tile size. That would involve decrementing the sprite's Y position by the difference between frame height and tile size, so taller sprites stand centered on their tile (as in FF6).
Next step is to add a few more NPC properties to my map layer where they're defined. They need to have things like direction, texture, wander type, and speed defined in the map file. Just like the doors, I'm assigning these properties to a tile on the tilesheet, and those properties are inherited (or at least referenceable) when I place those tiles on the map. So far, every "object" is defined by either code (like the player character) or properties in the map (everything else). No XML or fancy text parsing just yet, and I'd like to keep that reserved for dialog boxes, scripts, and other text-oriented stuff.
Fun Fact: Now that I fixed the issue with the character drawing function, when I disable vsync and IsFixedStep, it runs at 1100+ FPS on my Radeon HD 6870.
Awesome! I'm learning Xna after using GameMaker for a longtime, seems that xna has many advantages over it. Just a question, what did you use to start learning Xna? Thanks :D
kaimaster30 5 months ago
@kaimaster30 I just started hacking away with the xTile library. Start with little things like getting a sprite on the screen, then add camera controls, motion, etc.
NayusDante 5 months ago