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Old 12 February 2022, 09:10   #41
Cherno
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Dunno if your engine has a parser to generate collision data from the TilED tile collision data, but if so, I could upload my tilesets with colliders set for each tile as well.
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Old 13 February 2022, 09:29   #42
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Quote:
Originally Posted by Cherno View Post
Dunno if your engine has a parser to generate collision data from the TilED tile collision data, but if so, I could upload my tilesets with colliders set for each tile as well.
When I started this using Godot3, I was using my own tile map engine, but now I’m using the Godot4 tile map engine, really because I was curious to see if it is any good (and it’s so much better than anything I’ve either used before or made myself), so I can’t easily parse TilED data, but building collision data into a Godot4 TileMap is super easy. I haven’t built any wall detection yet, just floor.

I’ve rewritten the Aarbron state machine now, it’s simpler (though less elegant), but now properly recreates the original behaviour… Currently Godot4 doesn’t support C# (they are still porting it to dot NET 6), so I’m having to write all the Logic in GDScript which isn’t that nice. What I’m trying to work out now is how to implement the rope climbing state

-edit- I’m happy to share the Godot4 project files if anyone wants them.

Last edited by bloodline; 15 February 2022 at 09:35.
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Old 14 February 2022, 19:09   #43
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A new build... Windows only for now, as no one seems to download the Mac version.

Rebuilt the Collision detection, and we now have one of the ropes working, more a proof of concept than final code.

https://we.tl/t-dpBDP38PtR
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Old 15 February 2022, 08:53   #44
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Hi Cherno, are we missing a sprite frame for Aarbron, as I'm sure there is an extra frame when he rotates around a rope. Currently, as you can test, I just flip the rope holding sprite frame which obviously looks a bit rubbish

-Edit- I now have fully working rope climbing code. Super easy with the Godot4 tile engine as tiles can have up to 32 different collision polygons in them!!

Also Have you done Bat Castle yet? I've mapped it, but there appears to be secret area at the top which I can't get to

Last edited by bloodline; 15 February 2022 at 16:22.
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Old 17 February 2022, 15:39   #45
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A new build with the Guardroom/castle and the first part of the crystal caves. Please note that is build uses the old physics engine, so doesn't behave exactly like the Amiga version.

https://we.tl/t-NwAayltQGe
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Old 17 February 2022, 17:41   #46
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Yes, there seem to be three additional sprites for Aarbron when turning wile climbing a rope.
I also noticed I didn't assemble the tilemap for the Inn.
All gamemaps can be found in the Hall of Light or elsewhere on the Internet.

Last edited by Cherno; 19 February 2022 at 00:42.
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Old 17 February 2022, 18:33   #47
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Aarbron's spritesheet has been updated, available in the OP: http://eab.abime.net/showpost.php?p=...3&postcount=23

The climb attack sprite has been remade, and the two missing climb turning sprites added.

Last edited by Cherno; 19 February 2022 at 00:42.
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Old 18 February 2022, 16:47   #48
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Quote:
Originally Posted by Cherno View Post
Aarbron's spritesheet has been updated, available in the OP: http://eab.abime.net/showpost.php?p=...3&postcount=23

The climb attack sprite has been remade, and the two missing climg turning sprites added.
That’s amazing!! Great work, I’ll integrate them into my Aarbron state machine!
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Old 21 February 2022, 19:35   #49
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Fresh build (with credits to Cherno).

Now with Crystal Caverns and Maletoth's castle areas... I will need to edit the castle tile set as I want to have the step tiles in the foreground and the wall tiles in the background.

https://we.tl/t-SVfCikX1Ha - DirectX Version

-Edit- just had reports that the Windows version doesn’t work right… I need to investigate, that’s the trouble not having a Windows machine here


-Edit2- it seems directx handles texture priorities different to Vulkan… I need to play with this a bit…


-Edit3- Trying an OpenGL renderer, see if that helps
https://we.tl/t-IkBiEwWZLH

This build seems to work much better.

Last edited by bloodline; 21 February 2022 at 21:27.
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Old 01 March 2022, 20:57   #50
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Fresh build, now with all areas implemented (Karamoon Oasis is faked since no tile map available).

Note, there is no visual prompt, but pressing up at the Karamoon Oasis door will transport you there, and there is currently no way back from Snail world, you just have to press R and restart

Enjoy.

https://we.tl/t-S6yUJULnri

Last edited by bloodline; 01 March 2022 at 21:23.
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Old 04 March 2022, 14:49   #51
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Fresh build.

I've improved the in-game events system to better support game logic... should I ever get that far.

Added visual prompt for the Karamoon Oasis, and you can now visit the snail who will tell you how to get back to Karamoon.

Added a couple of forrest goblins (and a few of the friendlier inhabitants), just as a test.

https://we.tl/t-vzpcZxSR0n
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