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Old 01 August 2018, 22:50   #70
mcgeezer
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
I started work tonight on the collisions.

Now it doesn't look like much but the video showing the routine below is quite important to the game engine

As Rygar moves toward the right, the platforms that can be jumped upon scroll in from the right. Once the sprite masks are prepared I can then easily work out if Rygar is standing on a platform or any of the enemies for that matter.

Getting this bit right is very core to the game.

[ Show youtube player ]

The test here is just done with a mock map, but it's just as easy to determine if specific tiles are being moved in by their value.

The reason I only scroll in lines is to do with efficiency, I only need one blit to move all the platforms and 14 vertical platforms are allowed.

PS. I've contacted Koei Tecmo Europe tonight and have the contact of their general manager to ask for permission to license/port the game to the Amiga. The answer can only be yes or no... or somewhere in between cost wise.
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