Why haven't you taken part?Even though I haven't taken part, it's interesting to see the progress you guys have made, awesome stuff!
Can't wait until the compo and your releases!
Why haven't you taken part?Even though I haven't taken part, it's interesting to see the progress you guys have made, awesome stuff!
Can't wait until the compo and your releases!
Well I can tell you how I did it, it actually is quite simple: Just check whether the colliding unit is moving up or down. If it is moving upwards don't let it collide with the platform, if it is moving downwards treat the platform like a normal rectangular tile and let the unit collide with it.@B-ZaR: Commando looks really good! Say how did you do those tiles you can jump through from the bottom but walk on? I wanted those in my game but the collision dection for that gives me headaches...
I just check the unit's position just before rendering it and if it is leaving the screen I render it a second time at the other side of the screen. This obviously get a bit more complicated as I also have to check for collisions on both ends.@foxblock: Cool looking concept, I'm looking forward to what the game will play like! The wrapping around from top to bottom on the elevator-thingy is nice, how did you render some part showing up on the bottom as it leaves the top? Also what would happen if you'd push a block so it would get wedged in between the elevator and the ceiling of the tunnel, would it just stop?
Well I can tell you how I did it, it actually is quite simple: Just check whether the colliding unit is moving up or down. If it is moving upwards don't let it collide with the platform, if it is moving downwards treat the platform like a normal rectangular tile and let the unit collide with it.@B-ZaR: Commando looks really good! Say how did you do those tiles you can jump through from the bottom but walk on? I wanted those in my game but the collision dection for that gives me headaches...
This should give you the base of the effect, you can tweak it a little bit more to eliminate quirks, like checking whether the unit actually was higher than the platform at one point and not let it collide otherwise.
(here is how we do it in Wandor: http://code.google.com/p/w-engine/source/browse/trunk/Physics.cpp#424 )
I just check the unit's position just before rendering it and if it is leaving the screen I render it a second time at the other side of the screen. This obviously get a bit more complicated as I also have to check for collisions on both ends.@foxblock: Cool looking concept, I'm looking forward to what the game will play like! The wrapping around from top to bottom on the elevator-thingy is nice, how did you render some part showing up on the bottom as it leaves the top? Also what would happen if you'd push a block so it would get wedged in between the elevator and the ceiling of the tunnel, would it just stop?
In that particular level the elevator would not get jammed, it would merely destroy the crate or push it to the side a little.
This is because I don't check for map collisions on the elevator as I don't want it to stop, but I could check for it and then the elevator would indeed stop.
foxblock out
I don't use GLES. It is a software renderer. ;-)@Ziz: Those are really nice 3D effects, especially on the platforms. I guess I need to look into GLES... Also I like how the snowman gets bigger!
Already too many things to do...Why haven't you taken part?Even though I haven't taken part, it's interesting to see the progress you guys have made, awesome stuff!
Can't wait until the compo and your releases!
I don't use GLES. It is a software renderer. ;-)@Ziz: Those are really nice 3D effects, especially on the platforms. I guess I need to look into GLES... Also I like how the snowman gets bigger!
greetings, Ziz
It is really no magic. I do a lot like OpenGL (e.g. matrices for transformation and projection). Then I have Triangles and Quads with different distances from the Screen, sort them and draw from back to the front. If my game is released and I have a bit more time, I should think about a z-Buffer like OpenGL have it. Without a real z-Buffer I get problems with near but different sized objects. But in my game, I don't have problems like this, so I can ignore the design-failure. ^^I don't use GLES. It is a software renderer. ;-)@Ziz: Those are really nice 3D effects, especially on the platforms. I guess I need to look into GLES... Also I like how the snowman gets bigger!
greetings, Ziz
Really? Well I can't wait to see the source after the compo (if you release ist ^^) to see how you did it!
Wars: Commando beta PND
Just uploaded Wars: Commando PND to file archive. I don't have a pandora, so I thought this would be the best way to find any final things to fix before the deadline. This is not my final submission, stuff may still be added. Consider this a beta. Source code is available under GPLv2, assets under CC-BY-SA at http://bzar.iki.fi/code/random/browser/cpp/wars-commando.
Please report any findings as PM, thanks!