LOGIN
SEARCH
PROFILE
keys: ↑ ↓
LOGOUT
INDEX
MEMBERS
keys: ↑ ↓
HOME
PORTAL
PLAY ALONG
PLAY with WORDS
PLAY with GRAPHICS
PLAY with SOUNDS
PLAY with CODES
PLAY with PROJECTS
keys: ← →
Guest Access
Register:
Members:



View previous topic View next topic Go down Message [Page 1 of 1]

Active Member
Active Member
#1 Collision mapping for Tile moving? Empty Collision mapping for Tile moving?
Loading

unrivaledneo

unrivaledneo
Active Member
Active Member
Active Member
profile
Pretty much my whole game is made using panaromas, since we are going to a hand drawn theme, but the problem is with XAS as our engine pixelmovment and collison wont be possible. So im curious if someone could make a collision B&W script for just the tile based walking.

Reason is because it is a pain to set up passibility for something you can not see. I know it is possible to turn it into a tileset, however I enjoy using the Pans because it scrolls a bit making it seem like your walking further that what you really are.

http://www.rpg-studio.de/script/pixelmovement-script-5870.html

is the script I found for what i was looking for but its for pixel movement.

Hope someone is up to the challenge!
Active Member
Show Signature
Active Member
Administrator
Administrator
#2 Collision mapping for Tile moving? Empty Re: Collision mapping for Tile moving?
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
yo neo! I've been busy with other things but I will post an updated version of mr_wiggles' XAS-blood script that works with 3.91.

as for XAS and pixel movement, I was able to accomplish this for the Xplat project, but this is for a side scrolling platform style...

collision B&W?

I've taken a look at the script on RPG Studio, are you trying to use just the collision feature for XAS?

(oh and what project is this? ^,^ )
Administrator
Show Signature
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Active Member
Active Member
#3 Collision mapping for Tile moving? Empty Re: Collision mapping for Tile moving?
Loading

unrivaledneo

unrivaledneo
Active Member
Active Member
Active Member
profile
Hey bro how things been?

If i could get pixel movement n collision to work that's a dream come true lmao. I just didn't think it could be done. Yea the B&W Collision works like 2 over lays one is our map, the other is just a Black and White picture that goes over, white u wan walk black you cant.

As for the blood.... I love you!

Project is the same, Sacred Lands, now that i'm back from iraq i got time to get back to work on it, though this is not the right place, but here is a little sneak peek.

Collision mapping for Tile moving? Ch_01_bunker
Active Member
Show Signature
Active Member
EVENTALIST
EVENTALIST
#4 Collision mapping for Tile moving? Empty Re: Collision mapping for Tile moving?
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
is that in RMXP?
EVENTALIST
Show Signature
EVENTALIST
Active Member
Active Member
#5 Collision mapping for Tile moving? Empty Re: Collision mapping for Tile moving?
Loading

unrivaledneo

unrivaledneo
Active Member
Active Member
Active Member
profile
Yea with XAS lol, Started using pans as map, cause we were creatignt hem in 3DS but since they move around they get messed up collision wise ingame.

Problem is now we are realising, gonna be hard to do this, Event dont line up right, or doors cause of the scrolling Pans.. Turning it all to tilesset will be a pain cause there all not lined up by 32x32 squares

Oh what to do.
Active Member
Show Signature
Active Member
EVENTALIST
EVENTALIST
#6 Collision mapping for Tile moving? Empty Re: Collision mapping for Tile moving?
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
ugg... i had this idea a while back to design a collision system for RMXP that used the "get_pixel(x, y)" method. but i couldn't do it because i realized it was too slow. Well least in ruby, you probability could create a faster checking system in C++ and use a .ddl file with the functions in it and use ruby as a communicator so you can use the new code.

Im sure it can be done, but im not that good. :p does anyone know some one that can do this?
EVENTALIST
Show Signature
EVENTALIST

Sponsored content

profile

View previous topic View next topic Back to top Message [Page 1 of 1]

Similar topics

-

» RMXP SPRITE = MOVING STAR

 

Chatbox system disabled
Personal messaging disabled