My own action adventure engine

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TechnoCat
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Re: Action adventure game map test

Post by TechnoCat »

When you draw at non-integer pixels it is openGL that is blurring the edges I believe. I also believe pixel are represented by (0.5+n,0.5+m), m and n being integers starting from the top left of the screen. Everyone correct me if I'm wrong.
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Jasoco
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Re: Action adventure game map test

Post by Jasoco »

If you draw an image at a whole number it will not blur. If you draw at a decimal you will get blurring. So you can floor the X and Y values before drawing to get it to not blur.

If you draw a shape with a line width that is an odd number, you will get blurring unless you add .5 to the X and Y. So 1, 3, 5, 7, etc would need .5 added to the X and Y while 2, 4, 6, 8, etc will not blur. Since it draws the lines at the halfway point of the thickness. 2 divided by 2 = 1. 1 divided by 2 = .5. 7 divided by 2 is 3.5. You'll add .5 to compensate.
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VideroBoy
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Re: Action adventure game map test

Post by VideroBoy »

OK gentlemen. It's 2 AM, and after lurking some random forum for an hour I've hacked in code to allow travel between maps.
Attachments
appy.png
appy.png (12.6 KiB) Viewed 2443 times
SpaceNinja.love
Now with *two* levels
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

It's my thread and I can necropost in it if I want to. :nyu:

The cats are gone, but I finally have walk animations.
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Walk animations
Walk animations
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SpaceNinja.love
No more cats
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arquivista
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Re: My own action adventure engine

Post by arquivista »

DON'T MESS WITH KITTIES! I WANT THEM BACK!

well, people anims seem nice also, but aren't kitties ;)
There isn't any new funcionality right? Don't care, things still good. Keep us posted with good stuff! :)

... you killed the kitties, sniff, sniff...
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TechnoCat
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Re: My own action adventure engine

Post by TechnoCat »

Walk animations go superfast on my computer. Are they being updated with DT?
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arquivista
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Re: My own action adventure engine

Post by arquivista »

TechnoCat wrote:Walk animations go superfast on my computer. Are they being updated with DT?
lol, I had the feeling that movement was faster than before but didn't want to check old versions to compare...
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

TechnoCat wrote:Walk animations go superfast on my computer. Are they being updated with DT?
Do you mean the speed of the animations themselves or movement speed?

I don't use DT directly. I regulate DT to get a set number of frames per second (http://gafferongames.com/game-physics/f ... -timestep/) where each frame is treated as a "tick". The player and NPCs move a certain number of pixels per tick, and the animations advance their frames after a set number of ticks.
arquivista wrote:DON'T MESS WITH KITTIES! I WANT THEM BACK!

well, people anims seem nice also, but aren't kitties ;)
There isn't any new funcionality right? Don't care, things still good. Keep us posted with good stuff! :)

... you killed the kitties, sniff, sniff...
I didn't know you guys were so attached to the kitties. They were only meant as placeholders, but if you insist I can in the future add them back as an easter egg. :neko:

As for functionality, it's just the animations and a bug fix or two that's new.

I still need to finalize how hit detection for damage will work, which will affect how I draw the attack animations. The collision circles of each actor, which is visible in the demo, is sized so that a set amount of overlap occurs between each actor (no more than a third of the actor's height). This results in empty gaps in the collision circle, so I'm going to have to use a second set of hit detection shapes that better fit each sprite. I'm also going to have to make sure that any attack animations can reach far enough to touch an actor's hit detection shape, given that the hit detection shapes will be inside an actor's collision circle. This probably also means that I'm not going to have enemies that do damage by (visible) touch. I've already spammed the TIGSource forums about this issue, actually.
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arquivista
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Re: My own action adventure engine

Post by arquivista »

I didn't know you guys were so attached to the kitties. They were only meant as placeholders, but if you insist I can in the future add them back as an easter egg. :neko:
I have a cat. Small excerpt of a pick-up conversation:
...
- Hi! Nice to meet you!
- So, talk me about you.
- Well, I have a cat...
- REALLY? That's super-cute! When you can show it to me?
...
Thanxs for the easter egg. So after showing my cat I will also display this game. :)
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nevon
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Re: My own action adventure engine

Post by nevon »

arquivista wrote:Small excerpt of a pick-up conversation:
...
- Hi! Nice to meet you!
- So, talk me about you.
- Well, I have a cat...
- REALLY? That's super-cute! When you can show it to me?
I knew getting a cat was a good idea! :awesome:
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