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Old 07 September 2018, 23:22   #261
mcgeezer
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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.
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Old 07 September 2018, 23:23   #262
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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.
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Old 07 September 2018, 23:54   #263
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Yeah what if his left foot(side) is still on a platform and right(side) not.
[ Show youtube player ]

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Old 08 September 2018, 01:27   #264
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[ Show youtube player ]

Nice
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Old 09 September 2018, 23:09   #265
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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.
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Old 09 September 2018, 23:37   #266
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Awesome !!!
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Old 10 September 2018, 08:41   #267
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So nice!
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Old 11 September 2018, 21:26   #268
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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
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Old 11 September 2018, 21:55   #269
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Looking really special mcgeezer, i know its a long way to go, but the groundwork is looking great!
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Old 11 September 2018, 22:11   #270
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Great stuff indeed Graeme
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Old 11 September 2018, 22:14   #271
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Looking really good!
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Old 12 September 2018, 09:46   #272
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Massive kudos for already being that far in.
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Old 12 September 2018, 10:01   #273
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Rygar is going to be really good
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Old 14 September 2018, 01:55   #274
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I didnt really know rygar before, so I gave it a try on mame...
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Old 14 September 2018, 09:56   #275
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Speak the truth m8, that was just an excuse to showcase your awesome custom joystick and have us salivating over it!

Quote:
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I didnt really know rygar before, so I gave it a try on mame...
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Old 14 September 2018, 14:36   #276
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I didnt really know rygar before, so I gave it a try on mame...
There's also a c64 version available.
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Old 14 September 2018, 15:43   #277
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It looks amazing and fast.
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Old 14 September 2018, 21:31   #278
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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?
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Old 15 September 2018, 11:48   #279
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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.
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Old 15 September 2018, 19:02   #280
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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!
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