English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Contest

 
 
Thread Tools
Old 07 September 2018, 23:22   #261
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
Quote:
Originally Posted by AChristian View Post
Does the collision detection only check for collisions of Rygar vs scenery to his right when he is moving right?

That is the way i did it when i made a platformer demo (for javascript canvas)

Then you always check his feet for collision because gravity..(or density )
Yes when the sprite is moving Right you'd just need to check for obstacles to the right.

For gravity you have to check both tiles below feet... because gravity pushes downward.
mcgeezer is offline  
Old 07 September 2018, 23:23   #262
Retro1234
Bo Bo

Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 3,971
Yeah what if his left foot(side) is still on a platform and right(side) not.

Last edited by Retro1234; 07 September 2018 at 23:36.
Retro1234 is offline  
Old 07 September 2018, 23:54   #263
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
Quote:
Originally Posted by Retro1234 View Post
Yeah what if his left foot(side) is still on a platform and right(side) not.
[ Show youtube player ]

mcgeezer is offline  
Old 08 September 2018, 01:27   #264
Retro1234
Bo Bo

Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 3,971
Quote:
Originally Posted by mcgeezer View Post
[ Show youtube player ]

Nice
Retro1234 is offline  
Old 09 September 2018, 23:09   #265
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
Sometimes when I do code, I implement one thing and break something I already had working ages ago - what a pain!

Anyway, I've continued to work on the collision detection and sharpen it up a bit, things like sticking half way through tiles on platforms and has been ironed out.

When you play Rygar on the Arcade you'll notice that there are some obstacles in the world that you have to jump over, these obstacles are not actually part of the tile maps but are instead inserted into the world/rounds as sprites, so in effect I've had to code that in as efficiently as possible because those obstacles overlay across 2 tiles on the Y Axis ever so slightly.

So then recall back a few posts with @Ross when he was asking about why I only use 1024 tiles and do I make use of the remaining 6 bits? Well I do now. As the world scrolls I cookie cut the obstacles over the tiles and the hook is using those spare bits to blit in a sprite number. I've done this efficiently as possible too as there was two frame spare on each hardware scroll that I wasn't using, handy because there are only ever 2 obstacles on any one 16x16 tile boundary.

On the downside I've broken the left pan scrolling as tile 0 is not blitting - no biggy will fix later. As you can see from the video the collisions need adjusting here and there, but what I'm most pleased about is that these obstacles are placed across two tiles - just like the arcade.

[ Show youtube player ]
Steady progress. Enjoy.
mcgeezer is offline  
Old 09 September 2018, 23:37   #266
dlfrsilver
CaptainM68K-SPS France
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 41
Posts: 7,693
Send a message via MSN to dlfrsilver
Awesome !!!
dlfrsilver is online now  
Old 10 September 2018, 08:41   #267
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 808
So nice!
vulture is offline  
Old 11 September 2018, 21:26   #268
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
Youtube really doesn't do my videos any good, it forever screws up the quality of them.

Over the last couple of nights I've worked more on the collision detection, most of this is internal stuff that is going on in the game engine which takes time to work out properly.

In this update I've fixed up the collision on the obstacles which is important to the game, there are still a few tweaks to be made though as things are not quite working as they should however it is very very close.

A little bit more info on how the tilemap engine is working. I mentioned previously that there are up to 1024 tiles that can be used for each tile in the tile map, additional objects appear in the round that I've tagged as either collectibles, destructibles or obstacles that are actually from the bank of sprites instead of tiles.

Self explanatory but...
  • Collectibiles are objects that Rygar can pick up
  • Destructibles are objects that Rygar can destroy
  • Obstacles are objects that sprites cant pass through (if applicable)

Each tile uses up to 10 of the bits of each defined word leaving 6 bits available for objects that can appear in the world. If bit 14 is set then the values in bits 11,12 and 13 are combined to make up the collectible objects. If bit 14 is set then the same thing happens but for destructibles. If bit 15 is set then the same thing happens for obstacles.

The reason i've done it like this is down to efficiency, it is damn quick to work out if Rygar is over one of those objects in the world with the video showing the obstacles working.

A couple of things are broken but I know what is wrong with them so will need to fix them up a bit later in the week. I'm aiming to get the collisions working for each object working before I go on holiday next week, that way when I come back from holiday I can get to work on those enemy handlers.

As Youtube does a cracking job of arsing up the video if I've included the source before it was uploaded.

Source here... http://109.228.4.199/rygar12.mp4

Youtube here.. [ Show youtube player ]

Enjoy - Geezer
mcgeezer is offline  
Old 11 September 2018, 21:55   #269
Amigajay
醉拳
Amigajay's Avatar
 
Join Date: Jan 2010
Location: England
Posts: 1,861
Looking really special mcgeezer, i know its a long way to go, but the groundwork is looking great!
Amigajay is offline  
Old 11 September 2018, 22:11   #270
DamienD
Global Moderator

DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 41
Posts: 12,180
Great stuff indeed Graeme
DamienD is offline  
Old 11 September 2018, 22:14   #271
talybont
Registered User

 
Join Date: Oct 2016
Location: Norway
Posts: 102
Looking really good!
talybont is offline  
Old 12 September 2018, 09:46   #272
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Amiga Island
Posts: 436
Massive kudos for already being that far in.
Steril707 is offline  
Old 12 September 2018, 10:01   #273
dlfrsilver
CaptainM68K-SPS France
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 41
Posts: 7,693
Send a message via MSN to dlfrsilver
Rygar is going to be really good
dlfrsilver is online now  
Old 14 September 2018, 01:55   #274
Nightshft
Registered User

Nightshft's Avatar
 
Join Date: Mar 2018
Location: Austria
Age: 43
Posts: 21
I didnt really know rygar before, so I gave it a try on mame...
Attached Thumbnails
Click image for larger version

Name:	rygar on mame with microhaendler_k.jpg
Views:	114
Size:	159.6 KB
ID:	59799  
Nightshft is offline  
Old 14 September 2018, 09:56   #275
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 808
Speak the truth m8, that was just an excuse to showcase your awesome custom joystick and have us salivating over it!

Quote:
Originally Posted by Nightshft View Post
I didnt really know rygar before, so I gave it a try on mame...
vulture is offline  
Old 14 September 2018, 14:36   #276
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 35
Posts: 2,494
Quote:
Originally Posted by Nightshft View Post
I didnt really know rygar before, so I gave it a try on mame...
There's also a c64 version available.
Hewitson is offline  
Old 14 September 2018, 15:43   #277
turrican3
Moon 1969 = amiga 1985

turrican3's Avatar
 
Join Date: Apr 2007
Location: belgium
Age: 42
Posts: 3,293
It looks amazing and fast.
turrican3 is offline  
Old 14 September 2018, 21:31   #278
idrougge
Registered User
 
Join Date: Sep 2007
Location: Stockholm
Posts: 3,624
Quote:
Originally Posted by vulture View Post
Speak the truth m8, that was just an excuse to showcase your awesome custom joystick and have us salivating over it!
Isn't that some old 80s/90s classic?
idrougge is offline  
Old 15 September 2018, 11:48   #279
Nightshft
Registered User

Nightshft's Avatar
 
Join Date: Mar 2018
Location: Austria
Age: 43
Posts: 21
Quote:
Originally Posted by idrougge View Post
Isn't that some old 80s/90s classic?
Yes, of course, it's the Sigma Multifunction 2100. You can sometimes find it on ..bay. To be honest for best control there are better sticks, but I just got it last week.

Back on topic:

I really didn't know Rygar. On mame you need 2 different firebuttons for it, which a Joystick with Atari Plug can't supply. This makes an Amiga Version even more interesting.

Last edited by Nightshft; 15 September 2018 at 23:30.
Nightshft is offline  
Old 15 September 2018, 19:02   #280
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 808
Really? Is that a retail joystick? Who would've thought with all those knobs and what-not on it! Really thought it was custom-made. Brilliant!
vulture is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Entry: Rygar AGA Edition mcgeezer Coders. Entries 27 16 September 2018 23:03
On the Ball - World Cup Edition AGA djcasey request.Old Rare Games 4 25 January 2013 12:39
On The Ball League Edition AGA , Player Manager 2 StarEye Games images which need to be WHDified 11 22 January 2010 18:21
The Vague #1 AGA-RTG edition is released ! kas1e Amiga scene 12 30 October 2007 00:27
On The Ball: World Cup Edition AGA CodyJarrett request.Old Rare Games 11 27 May 2003 06:14

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:00.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.10812 seconds with 16 queries