What sort of "community" are you talking about Amac? it's a little confusing what you mean by that. I can provide you with some songs but I'm not thinking I will take active part in development of this game.
I remember yearly tutorials for game maker almost 10 years ago using a collision system which relied on moving first and then pushing the objects out of the collision blocks if they made contact.
@withthelove these are some useful suggestions, and yeah 1 is a deathtrap, I don't do that either in Kymiball, It seems like my collision system isn't too different from what you're suggesting with the exception of point #3, maybe implementing that idea could help improve the collision system in the game or something.
Also, my tiles don't have any hitboxes by themselves, meaning that a tile collision in this game simply works by checking whether a tile is walkable at one point, which just defaults to the floored multiple of 32 of whaterver point you want to move to in the room (sorry that was very badly explained) . Basically, the whole object which wants to make the collision is checked, but only the top left corner of each tile is checked. I guess that must be an unreliable system even though I hoped it wouldn't be.
What sort of "community" are you talking about Amac? it's a little confusing what you mean by that. I can provide you with some songs but I'm not thinking I will take active part in development of this game.
It must be time to find a winner soon, right?
the music is very loud!
thanks?
damn, if I knew you would get no messages I should've voted for Kymiball, then I would win !
Instead I decided to be stupid and play fair :P
@withthelone I see, gotta play the game again to notice that ^^
@withthelove lol I'm definitely not a parent.
I remember yearly tutorials for game maker almost 10 years ago using a collision system which relied on moving first and then pushing the objects out of the collision blocks if they made contact.
Yulpers does have a very solid collision system, I never encountered a getting stuck in walls bug in it.
@withthelove these are some useful suggestions, and yeah 1 is a deathtrap, I don't do that either in Kymiball, It seems like my collision system isn't too different from what you're suggesting with the exception of point #3, maybe implementing that idea could help improve the collision system in the game or something.
Also, my tiles don't have any hitboxes by themselves, meaning that a tile collision in this game simply works by checking whether a tile is walkable at one point, which just defaults to the floored multiple of 32 of whaterver point you want to move to in the room (sorry that was very badly explained) . Basically, the whole object which wants to make the collision is checked, but only the top left corner of each tile is checked. I guess that must be an unreliable system even though I hoped it wouldn't be.
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