IKA DEVELOPMENTS TOPIC

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WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363

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.
I'm guessing the pink blocks are obstructions...?
nothing gets past you does it boyo
Are the obstructions only limited to squares?
you don't need anything other than squares

if you do, you're doin' it wrogn
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
post=118801
Are the obstructions only limited to squares?
For 2D games, I think tile-based obstructions are as much as needed. But, it can technically be anything. Let me kind of explain.

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).
For a 2D game like Metroid did you have inclined/diagonal obstructions for certain floors?
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
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.
i said need not want ;)
post=118799
nothing gets past you does it boyo


oh no sir it doesn't thanks for noticing =))))
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
post=119035
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.
That 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.
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!
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
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.
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?
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
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
is it too late for ironhide facepalm
308
i do a little dance of joy every time i see you've posted in this thread, WIP. :D
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
tardis not sure I posted this yet

LouisCyphre
can't make a bad game if you don't finish any games
4523
I'd offer my firstborn but that's kind of an old hat around these parts.
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