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Re: [Adonthell-devel] Some map engine fresh meat!


From: Alexandre Courbot
Subject: Re: [Adonthell-devel] Some map engine fresh meat!
Date: 30 Mar 2002 18:12:53 +0100

I managed to turn the walkability tests into "presence" tests, and just
added a Z offset to the map engine. This means, Adonthell is now
perfectly suitable for a Jump'n'run game! ;)

alextest will show you what's new. As you can see, there are two
platforms that are at 40 and 80 pixels from the ground. You can jump by
using the 'e' key - you can press it several times if you want to jump
higher! Climbing on the platforms is quite easy, and as you can see, the
gravity is perfectly handled (with limits due to the square-based
calculations - if you for example walk to the bottom part of the
platform, you see that the character seems to float in the air).

One consequence of this gravity policy is that if there is no object to
support a character, he'll fall forever. Have to keep that in mind when
designing maps, and it could also be usefull in the game, provided he
dies if it's altitude is too deep!

Although the display heuristics renders quite well, there are still a
few display bugs, and it should be much heavier in CPU usage. Of course,
I'll tune it - so don't worry ;)

Back to it!
Alex.
-- 
http://www.gnurou.org




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