Ok, this is what I have so far.
http://scratch.mit.edu/projects/archtest/357238
It works well except you can go into corners and you move into the ground sometimes.
I think I need to make it so that it can detect corners and snap to the edges of tiles.
Any help would be appreciated.
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Hmm...well could you have the detection like in Archknight's Adventure? Because there it was pretty good. Still not perfect, but it was better.
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Lucario621 wrote:
Hmm...well could you have the detection like in Archknight's Adventure? Because there it was pretty good. Still not perfect, but it was better.
You don't understand... He's using array based detection in order to make the size of his SSBB game smaller. He isn't asking for a new kind of sensing, he is asking how to improve this one.
Btw, I don't have a clue Archmage
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Lucario621 wrote:
Hmm...well could you have the detection like in Archknight's Adventure? Because there it was pretty good. Still not perfect, but it was better.
No, you don't understand. It doesn't use any sensing block in the entire project. Instead it detects values in the array.
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Dan01 wrote:
Lucario621 wrote:
Hmm...well could you have the detection like in Archknight's Adventure? Because there it was pretty good. Still not perfect, but it was better.
You don't understand... He's using array based detection in order to make the size of his SSBB game smaller. He isn't asking for a new kind of sensing, he is asking how to improve this one.
Btw, I don't have a clue Archmage![]()
To me, I care more about quality than file size
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Also, far as I know, nobody but you and S65 can understand this XD. Anyway It might have a smaller file size but the movement isn't as good and stuff......*barf*......the movement made me barf you sicko!
But also, I don't think its reasonable to have over 100 sprites in the end.
Last edited by Lucario621 (2008-12-20 13:28:10)
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Lucario621 wrote:
Also, far as I know, nobody but you and S65 can understand this XD. Anyway It might have a smaller file size but the movement isn't as good and stuff......*barf*......the movement made me barf you sicko!
But also, I don't think its reasonable to have over 100 sprites in the end.
The movement can be changed, easily. What is important is the hit detection. This is how most game developers make their games, so doing things this way is far superior to using large drawn sprites.
Games that use this kind of tile based system:
-All 2d mario games
-All non 3D zelda games
-Heli attack 3
-All 2d final fantesy games
-pokemon games
the list goes on and on...
The movement is bad partly because of lag and partly because the number values involved in the movement need to be changed. But, using this is the ONLY way to make a perfect clone of a game like the original mario bros. There is no way to make an accurate clone using an art based method.
Last edited by archmage (2008-12-20 15:02:20)
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The best tutorial on tile based games on the net is located @ http://www.tonypa.pri.ee/tbw/
It is in actionscript and it cannot be perfectly translated into scratch unfortunately.
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archmage wrote:
The best tutorial on tile based games on the net is located @ http://www.tonypa.pri.ee/tbw/
It is in actionscript and it cannot be perfectly translated into scratch unfortunately.
Well I read it, but since I have no knowledge of Flash I didn't understand much
I was wondering, if you could give me a short tutorial on how to do Pathfinding, using tiles, as that would work great on some games.
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Here is a tutorial of A* path finding.
http://www.policyalmanac.org/games/aStarTutorial.htm
However, I doubt that scratch could even run it quickly enough.
As for using tiles in scratch, there is a small tut by addzero on this thread.
http://scratch.mit.edu/forums/viewtopic.php?id=11632
It would be really ideal for a zelda type game.
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Cool and handy stuff, just got to translate that into scratch.
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Also I made a collision type thing. But if you see it I know what your going to say: it uses the sensor blocks. True. but what I did is Player 1 stamps the stage based on the list (like AddZero was talking about storing in lists) and then player one can move in the stage. 1 sprite to make the stage and move through the stage, and 4 sprites for sensors to tell if P1 is touching the walls. Different, but still nice.
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Yeah, for my cat level creator project I got lazy and just put in colour sensing. The lack of multidimensional arrays makes things much more difficult.
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http://scratch.mit.edu/projects/JSOlabs/358269 - the level editor for all the following projects
http://scratch.mit.edu/projects/JSOlabs/358270 - my first (kind of silly) attempt.
The movement is sluggish but you can't move through walls, floors, and ceilings
For the movement it uses a "previous x" and "previous y"...
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JSO, I took yours and mine (mainly yours) and made it only a 1 sprite and 1 script project.
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I made a third, probably the last one:
http://scratch.mit.edu/projects/JSOlabs/359651
It's based upon .2 but I fixed some glitches. It works fine for me.
Archmage, do you mind if I turn this into a create-your-game project?
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JSO wrote:
I made a third, probably the last one:
http://scratch.mit.edu/projects/JSOlabs/35965177
It's based upon .2 but I fixed some glitches. It works fine for me.
Archmage, do you mind if I turn this into a create-your-game project?
Do what you want to do. You should have to ask for my permission
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