How to make the game tile based.
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mcgrue

So... why didn't you upload it here?

Posted on 2004-09-02 02:44:58

Omni

Er...well, it's got a minor glitch or two. I'm not sure people will actually want to use it...

But I'll upload it...

EDIT: done.

Posted on 2004-09-02 03:25:23 (last edited on 2004-09-02 03:31:14)

blues_zodiakos

I tried the latest version (1.9, I think?) and the demo had major animation issues. The non-player entities worked correctly, as they were supposed to (which really isn't surprising :D), however, the player did the StutteringStep(tm) really badly, and it appeared to restart the walking animation once every two frames or so. Is this normal so far, or is it because my computer is a different speed than yours perhaps?

Posted on 2004-09-09 20:00:21

mcgrue

I just tested this in earnest... The animation on my machine seemed to be flawless... I wonder if your problems were caused by your process rate being too high or too low, Zod.

Either way, looks like a good start on a tile-based-movement libary Omni. I already sent it to a lurker who was looking for such a solution, and he was overjoyed.

Are you planning on continuing work in it to remove the 'freezes on entity collision' problems? I'm sure that it's a detectable and resolvable problem, yes?

Posted on 2004-09-10 06:06:11

blues_zodiakos

The process was at normal. :p It was just the basic demo right out of the zip file that had animation problems. If it ISN'T indeed a problem with the library itself, it would be hell to try and figure out what the problem is. :D

Posted on 2004-09-10 14:47:20

Omni

Yes, McGrue, the day after I released it, I thought of a potential fix to the entity freezing problem. Basically, when the player goes to move, if, standing perfectly still, it is obstructed, then obviously something is wrong, since it shouldn't walk into obstructions.

Once I determine the player entity is obstructed in its current position, I find the offending entity and move it back one tile, depending on its direction. This was the best I could think of.

Also, I do not know why the walking animation keeps restarting. For some reason, calling EntityMove to move an entity 100 tiles, and calling EntityStop or EntityPause, repeatedly and interchangeably, causes problems on my machine.

Thus, if the entity is not moving, and it should be, then I restart the animation with another EntityMove. I do not know why the moving glitches the way it does--the restarting is just a workaround, and it will occassionally glitch the animation, but it shouldn't glitch it to the horrible extent that I hear about on Zodiakos's machine, so I'm not sure what's up. This is really beyond my knowledge to fix, as I've got no clue why my code didn't work in the first place.

I do, however, keep a copy of the movement engine before I added any animation conventions. So if I ever decide to start over (not really likely at the moment), I'll post up any specific EntityMove problem I find.

I'm not sure when I'll get around to fixing the obstruction bug. It's elementary, but unfortunately I'm not really focused on programming at the moment.

Posted on 2004-09-11 17:35:59


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