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Author Topic: World Collision - ALttP Engine Basics  (Read 409 times)

mdtaUK

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World Collision - ALttP Engine Basics
« on: September 04, 2012, 04:13:50 PM »

So where to start.  I understand the map is made up of 8x8 tiles, which are combined into 16x16 and 32x32 tiles.  For my own maps/areas I would use objects of varying size, and build the layers with 16x16 tiles probably.  But I would have a layer for collision, and a layer for the player and the enemies and the interactive objects like bushes, grass, buttons etc.

Anyway, The collision layer is the most intricate and difficult thing to code and figure out with the non interactive bits, so how is it done in the game?  There are 45° edges to walls, which affect how the player moves, then there are subtle collision bits which allow the players head to appear above colliding tiles, and some which allow the body to appear behind slightly.

Now this is probably a bad idea, and I have no idea how I would code the reactions to intercepting these collision tiles, but here is a quick analysis of a screen, and a list of collision types I am anticipating needing...


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