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NMasutaa



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30th April, 2007 at 00:25:57 -

What I mean in particular is something like the map engine in the Mario & Luigi RPGs--top-down view, you can walk around and also jump. For one thing, I'm not too sure on how to adjust how high the ground the player is standing on is, so that he will drop if he walks off a ledge, etc. I'll probably need help w/ other stuff too, though.

 
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Dr. James MD

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30th April, 2007 at 09:57:56 -

probably be best with some kind of invisible tile system, every tile has a depth height, the player's Z value (or whatever their height positioner is) is the same as the ground then they stop moving in that dimension. if they walk into a tile thats higher than their Z then they stop.

wait. that won't work! it wouldn't compensate for going behind another obstacle.

 
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30th April, 2007 at 12:20:44 -

Hehe, I'm doing that in my game Works quite well.
you need a fair few alterable values to hold several height values (height of ground currently on, jump height, total height, etc.)
The tough bit is the ordering of objects so that a player can go behind an object.

 
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30th April, 2007 at 21:16:36 -

If it's grid based, ordering objects by Y value (checking only by grid increments) with a fastloop should be easy enough.

 
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