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Side-Scroller Creation System (SSCS)
#11
Other than the player's color, how will it be limiting?
nd remember kids, only you can provoke forest fires!
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#12
It will also limit tile color, monster color and basically any graphics, because you cannot use the player color in that.

A bounding box system would be rather easy to implement, so I can't see why you'd want to go limit the graphics so severely...

It's just my opinion, do whatever you want.
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#13
True, it would limit one color, but that's just one color. I considered bounding box, and I still am, but the player isn't going to really be a square.
nd remember kids, only you can provoke forest fires!
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#14
Is pixel-perfect collision detection on a level playfield mask an option?
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#15
For that you'd have to read each pixel of the sprite and check for overlapping pixels against the background.


I'll make a collision routine for that. :*)
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#16
multiable small Bounding Box's can give the same effect as pixel perfect collision
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#17
As a newbie with the graphics stuff that just went through this not too long ago (see here) I would suggest the bounding boxes as well. But if you are worried about the figure not being a box remember back to what your old art teacher tried to show you (if you didn't have an art teacher humor me and imagine you did); every complex shape is made up of simple shapes. Take a human body for example, we can approximate the head with a circle, the torso with a rectangle, the arms with rectangles, etc etc.

In your designer allowing the user to define the character the way they want it and then have them define contact shapes (circles and rectangles) might be an option.
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#18
I just saw something about my program in QB Express. :o

I was getting bored with this, and that was really encouraging. Thanks. Big Grin
nd remember kids, only you can provoke forest fires!
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