Exactly! That's what I felt when writing the movement functions for my tile based engine. I saw a few other engines, but moving the character would happen one tile at a time, which made it feel very jumpy.
I remembered the smooth walking feel of the "Pokémon" games from back when I was young and decided to implement something like that.
Thanks for the feedback :) I actually was quite amazed at the simplicity of the pathfinding algorithm, I thought it would take me a few days to get it to work but it was only a few hours. Though I still have to switch from the Dijkstra algorithm to the A* one.
The repeated key-pressing is indeed annoying. Apparently, in windows a keydown event in javascript is fired constantly, whereas in Linux it's only fired once. (However, the same isn't true for Chrome, where it IS continuous). I actually just have to use a keypress and that would fix it. (I'm running Ubuntu, so I actually have the same problem :P I'm only debugging it in Chrome because it's so lightning fast in there)
I believe what you're seeing isn't a ghost of the old layer, but of 2 layers not being in sync. See: my objects can have multiple layers on top of each other, but I think they get out of sync sometimes. I should fix that next.
What entities are you talking about? The characters? Because everything else is all layers with tiles. You can have as many layers as you want, this map has a ground layer, a walking layer and a tree layer. But to test things I actually put a few stones on the tree layer, so that's why your head is sticking under them :P You can open the maps up in tiled and take a look at them, if you will :) But it's indeed confusing, I'll edit the map!
Looks amazing. I'm definately going to use this for my html5 canvas engine. I'll post the link once I've implemented it.
And thanks to PagesOfAdventure for the scale2x link, I'll definitely use that, too.
Exactly! That's what I felt when writing the movement functions for my tile based engine. I saw a few other engines, but moving the character would happen one tile at a time, which made it feel very jumpy.
I remembered the smooth walking feel of the "Pokémon" games from back when I was young and decided to implement something like that.
Thanks for the feedback :)
I actually was quite amazed at the simplicity of the pathfinding algorithm, I thought it would take me a few days to get it to work but it was only a few hours. Though I still have to switch from the Dijkstra algorithm to the A* one.
I actually just have to use a keypress and that would fix it. (I'm running Ubuntu, so I actually have the same problem :P I'm only debugging it in Chrome because it's so lightning fast in there)
You can have as many layers as you want, this map has a ground layer, a walking layer and a tree layer. But to test things I actually put a few stones on the tree layer, so that's why your head is sticking under them :P
You can open the maps up in tiled and take a look at them, if you will :)
But it's indeed confusing, I'll edit the map!
Thanks!