IKA DEVELOPMENTS TOPIC
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Some more additions to the map editor. This time, there's a new layer selection area (which is just a CheckedList control thing but works fairly well!). The generic icons above that is for adding, removing, and moving layers.
post=118801For 2D games, I think tile-based obstructions are as much as needed. But, it can technically be anything. Let me kind of explain.
Are the obstructions only limited to squares?
ika uses an "obstruction layer" built-in to each map layer. You can set an obstruction value for each square on the map. ikaMap and (for now) the new iked only allow you to put a 0 or 1 there. You can put anywhere from 0 to 255 in that value. It is easily feasible to stuff different values into the map for different types of obstructions.
The thought of vector obstructions were talked about earlier in ika's history, but I honestly don't see it as something you could get a lot of use out of, due to vectors being an overall pain to manage. It is trivial to use tile obstructions to construct most types of obstructions you see in games (my Metroid engine used tile obstructions).
Yup. They were just special tile obstructions.
post=118802
you don't need anything other than squares
if you do, you're doin' it wrogn
Not necessarily. My blockman game has a deobstruction algorithm which can push the player around non-tiled obstruction boxes, such as the those special obstructions WIP describes. If you've played SoM, you can see that the player goes around the rocks by brushing around them and not stop at a tile-based representation of it's base.
post=119035That is easily done with a tile obstruction. The more modern 2D Dragon Quest games did something similar. And also, I am pretty sure SoM used just standard tile-based obstructions.post=118802Not necessarily. My blockman game has a deobstruction algorithm which can push the player around non-tiled obstruction boxes, such as the those special obstructions WIP describes. If you've played SoM, you can see that the player goes around the rocks by brushing around them and not stop at a tile-based representation of it's base.
you don't need anything other than squares
if you do, you're doin' it wrogn
I recently played The Frozen World demo thing, and I noticed that certain directions required you to stop moving in one direction before moving in another (as in, completely remove your finger from the button). This isn't a major issue, obviously, but it did make the game feel a lot clunkier, because I couldn't simply depress a new direction and have the character move that way, I had to stop moving then start again. This wasn't true for all directions, just a few. Has this been examined in later builds? Because it was pretty annoying!
That wasn't anything to do with ika. With TFWi I probably just ended up coding the movement control that way. Couldn't say why.
The map engine I have for IGL doesn't do that.
The map engine I have for IGL doesn't do that.
Oh, OK! Also, how will diagonal tile obstructions function? I am uninitiated in the ways of such things; do you set how the interact with the player, or are there preset obstruction tiles?
I am probably going to do some predefined diagonal stuff for the IGL RPG and sidescroller engines. But these will be able to be changed by the developer.
tardis not sure I posted this yet


I'd offer my firstborn but that's kind of an old hat around these parts.



















