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.
After Kymiball, which used .ogg, I'm thinking of using chiptune format for my next game again.
And AGAIN, I can't find the right format that I want to use..... if only Klystrack had that game maker wrapper that they promised, it would at least give me a start.
Thanks, this is made with the program DefleMask.
@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.
Ah, sadly I don't need any songs right now, but maybe for some game in the future ^^
Ahh, I'll try out YULPERS right away ^^
I would actually be very interested in hearing what you have to say about tile based collisions someday tbh.
Maybe I will just use .ogg again, even though I kinda dislike the idea of it.
Gonna need to revive this thread now I think.
After Kymiball, which used .ogg, I'm thinking of using chiptune format for my next game again.
And AGAIN, I can't find the right format that I want to use..... if only Klystrack had that game maker wrapper that they promised, it would at least give me a start.
No problem, they might be useless to you but at least they might get some ideas started.
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