Author Topic: Game Design Megathread  (Read 557709 times)

It's from Mother you conceited prick.
icon, not player sprite

It's from Mother you conceited prick.
what no
i mean the icon at the top left corner

Or sometimes, characters in a multiline string (for example, # = grass, space = path):
This is roughly what Rotondo used for the original version of The @ Team.

hold on a second
that game's icon looks like its a recolor of the blockhead sprite i made for the blockland forums game thing
Yes, looks like it, so?

this tiled loader thing seems pretty cool and overall better than my own way of doing it, but i havent found a way to make collisions yet


what no
i mean the icon at the top left corner
changed it just for you bby

it was an icon i redrew from when i lost the game files
i was gonna use it in a platformer which i may continue later

i found a quite popular game dev forum
www.gamedev.net/index
« Last Edit: September 19, 2014, 01:19:46 PM by pefu19 »



I'm making an RTS game, here's how its going so far
(i got the heightmap from some tutorial site though...)



I'm making an RTS game, here's how its going so far
(i got the heightmap from some tutorial site though...)
Quote from: vinny
all the sadness in the world i soak, i want to cry but instead i choke



the walk up & down animations are mostly a wip
i still havent figured out colisions yet
help


the walk up & down animations are mostly a wip
i still havent figured out colisions yet
help
Um.

Isn't that real life?

Um.

Isn't that real life?
It's a huge-ass gif. The rocks are his desktop background, wait a bit for it to load

i still havent figured out colisions yet
help
most basic 2D collision usually involves having a defined collision 'box' for objects and checking if any collision boxes intersect with one another

ie minX_A < maxX_B, minY_A < maxY_B, and so on (the exact math may differ depending on how the engine works but this is how i've normally done it)

idk how this would change in a top-down perspective, but it would probly just involve boxes that don't necessarily cover the entire object. probly would just be the size of a cell.

actually, pygame has a function that checks the rects for you. maybe love2d has a similar set of functionality?

edit:
appears so lol http://love2d.org/wiki/Tutorial:Physics

edit:
appears so lol http://love2d.org/wiki/Tutorial:Physics
For most use cases, the love.physics module is definitely overkill. If all you need is AABB collision, I'd go with bump.lua or HardonCollider.

For most use cases, the love.physics module is definitely overkill. If all you need is AABB collision, I'd go with bump.lua or HardonCollider.
jesus christ the names don't stop


I'm using a different layer in Tiled for collision objects. I have one object (the blue box on the grass) and its on the layer "collisions"
i cant figure it out
nor can i figure out how to get a list of objects in a layer and their positions
but thats just me being dumb
also im using advanced tiled loader