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Author Topic: Side-Scroller Creation System (SSCS)  (Read 12967 times)
Atom Ant
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« on: April 15, 2005, 07:57:10 PM »

Below, you can see a screenshot of the SSCS level editor.  It's really simple to use.  The user only needs to move the resizable icon(white box) with the arrow keys and press the appropriate button to lay down the tile he/she needs.  The levels are 75 tiles in height and up to about 10240 tiles in width.  The editor is more or less complete.  I just need to add some trivial things here and there.

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adosorken
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« Reply #1 on: April 15, 2005, 08:55:44 PM »

Very very interesting. Cheesy Is there a matching game engine to go with it, or just the editor? Smiley
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Atom Ant
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« Reply #2 on: April 15, 2005, 09:00:12 PM »

There isn't a game engine yet, but I should make a lot of progress on it this weekend.
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adosorken
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« Reply #3 on: April 15, 2005, 10:38:21 PM »

Great. Smiley See, this is the kind of stuff FB needs...stuff that works and is useful! Cheesy
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Z!re
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« Reply #4 on: April 16, 2005, 09:04:38 AM »

A suggesstion: Make it mousedriven
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relsoft
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« Reply #5 on: April 18, 2005, 06:58:23 AM »

Cool!!!

Might use it myself. ;*)
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Atom Ant
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« Reply #6 on: April 18, 2005, 07:55:41 AM »

I need some help with collision detection, or some advice.

I plan on having the player be a single color, kinda like a stickman.  The enemies are going to check to see if they come in contact with that color, and if they do, the player will lose health or something.  Has this method been used before?  Does anyone know if it will work well or not?
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Jotz
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« Reply #7 on: April 18, 2005, 06:31:44 PM »

For collision detection, try using a UDT for each tile on the screen, since your game seems to be made of tiles:

Code:

TYPE blocktype
    x AS INTEGER
    y AS INTEGER
    kind AS INTEGER
END TYPE
DIM block AS blocktype


Then you can do something like:

Code:

IF block(someX, someY).kind = 1 THEN   'say 1 is a wall


Hope that helps a bit, I'm not very good at explaining.
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Atom Ant
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« Reply #8 on: April 18, 2005, 08:02:14 PM »

Yes, but the player is not a tile.  The player won't have any definite shape, but that type of detection won't work.  That's why I thought up the color idea.
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Joakim
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« Reply #9 on: April 19, 2005, 06:43:12 AM »

The color thingie seems to be a very limiting choice.

Why don't you use a bounding box around the player? That's kinda like pretending the player is a big, moveable tile.
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Atom Ant
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« Reply #10 on: April 19, 2005, 06:50:22 AM »

Other than the player's color, how will it be limiting?
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Joakim
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« Reply #11 on: April 19, 2005, 07:12:48 AM »

It will also limit tile color, monster color and basically any graphics, because you cannot use the player color in that.

A bounding box system would be rather easy to implement, so I can't see why you'd want to go limit the graphics so severely...

It's just my opinion, do whatever you want.
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Atom Ant
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« Reply #12 on: April 19, 2005, 07:37:07 AM »

True, it would limit one color, but that's just one color.  I considered bounding box, and I still am, but the player isn't going to really be a square.
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Neo
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« Reply #13 on: April 19, 2005, 07:40:26 AM »

Is pixel-perfect collision detection on a level playfield mask an option?
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relsoft
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« Reply #14 on: April 19, 2005, 07:43:59 AM »

For that you'd have to read each pixel of the sprite and check for overlapping pixels against the background.


I'll make a collision routine for that. :*)
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