Tile-based movement
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Jesse

I've added, at Grue's suggestion, a new r/w variable accesible from vc. It's called playerstep. Its value is the unit used by the verge engine to move the player. For example, if it is set to 16, the player moves on a 16x16 grid.

It's in SVN - please update and test!

It would be good to have a new release soon; there are several new things people could use. I see a few issues left to resolve before a release, all things I've implemented with small remaining issues. Hopefully, I can deal with them soon. In the meantime, please use the WIP for whatever you're doing so we can catch bugs.

Posted on 2005-10-14 21:07:35

Gayo

I love you more than words can say.

You are my world.

Posted on 2005-10-15 00:50:33

Jesse

Quote:
Originally posted by Gayo

I love you more than words can say.

You are my world.



Thanks, Gayo.

Hey! You're at UNBSJ, right? Are you going to the APICS conference next Friday?

Posted on 2005-10-15 08:07:26

Gayo

I hadn't been specifically planning on it.

Posted on 2005-10-15 13:57:33

Jesse

Well, let me rephrase myself. I'll be there on Friday. If you were, too, we could, like, say hi! Woo!

Posted on 2005-10-15 16:31:53

Jesse

Quote:
Originally posted by Jesse

It would be good to have a new release soon; there are several new things people could use. I see a few issues left to resolve before a release, all things I've implemented with small remaining issues. Hopefully, I can deal with them soon.



I have dealt with them. There are still various open bugs in the bug tracker, of course, which should be investigated.

Posted on 2005-10-15 22:35:02

Gayo

I fear human contact! And I doubt I can make it. But I'll look into it. Maybe I can get a ride up with some people from here or something. Seems unlikely at this point, though.

Posted on 2005-10-16 15:29:04

Jesse

Cool, well, don't come all that way just to say hi for 30 seconds. Maybe I'll just surprise you next time I pass through St. John.

Posted on 2005-10-16 19:01:53

mcgrue

Dear sweet god, you implemented it already?

Gayo, how does it run? I'm not in a position to test it yet...

Posted on 2005-10-17 02:34:46

Jesse

I'm also adding an int, playerdiagonals, which if set to 0 prevents the player from moving diagonally, either by pressing two directions, or by sliding along a wall. It will be in SVN soon.

Posted on 2005-10-18 12:32:09

Jesse

It is in SVN now.

Posted on 2005-10-19 09:14:31

mcgrue

Awesome.

I finally got to test it out. So far it performs spectacularly in Sully and SotS. We'll have to tell kiddies that want to switch back and forth to make sure you orient your player onto a proper 16x16 grid coordinate programatically before you turn on 'playerstep = 16;'

One thing: I think the old style control behavior for no-diagonal movement makes more sense: if you're pressing 'down', and then press 'right' while still holding down 'down', and 'playerdiagonals = 0;', then you shouldn't stop dead, but rather just ignore the 'right' and continue walking downward.

Make sense?

Posted on 2005-10-22 17:11:00

Jesse

Yes, this makes sense; it's just a bit harder to pull off because you need to 'remember' what the player used to be pressing. I'll giv'er a whirl.

Posted on 2005-10-22 18:29:13

Jesse

I've done this, I hope. I don't know if I have all the cases, but test it out.

Posted on 2005-10-22 21:33:03


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