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Message
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Zorda2097
Registered 12/06/2009
Points 13
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6th August, 2009 at 13:28:25 -
Some may have played the recent title on psp called...
"Holy Invasion of Privacy, Badman! What did i do to deserve this"
Website link here:
http://www.holybadman.com/
And there is a demo availible on the psn.
From playing the demo and such, I decided to create a game with a similar style/idea.
I have set the colour range to 256 colours to try and reduce memory, i have around 1300 dirt tiles of 16*16 dimensions. I have a square cursor that moves around in a 16 pixel steps and from pressing the spacebar, the dirt block it resides over is disintigrated. So I have one of the bare basics of the game.
The next thing i have tried to accomplice, and failed at is enemy movement around the grid.
When A is pressed and the cursor is NOT overlapping a dirt block/another grunt a grunt is created at the cursors action point.
Now pretty obviously, the grunt needs to move around, but i cannot think of a way to do so.
As the dirt blocks are made into paths by the player, I can't simply place down detecters before hand to make the grunt change direction. And if the grunt comes upto a crossway, I want the grunt to simply choose one direction or the other randomly.
The grunts purpose is to just scour the paths made randomly and to become a nuisance to any enemy that happens to get near it.
If someone could help me find a way to make the grunt movearound, i could therefore adapt that technique to move around the larger minions in different ways etc.
Here is the .mfa file.
http://www.4shared.com/file/123304013/39b72cb1/dungeon_crawler.html
Thankyou
I'm so far beyond the point of no return I've forgotten what it looked like when I first passed it...
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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6th August, 2009 at 17:13:12 -
I'll do it for ya, It'll be good practice!
n/a
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Zorda2097
Registered 12/06/2009
Points 13
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6th August, 2009 at 18:04:55 -
Wow, thanks, i'll get working on the sprites in the mean time then
I'm so far beyond the point of no return I've forgotten what it looked like when I first passed it...
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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6th August, 2009 at 19:31:48 -
http://www.jsoftgames.com/dungeoncrawlernew.zip
It works! All objects in the enemy group use the random path finding engine, they collide/avoid everything in the 0 group.
It uses no detectors, and requires the enemies collision field to be a multiple of 16
I also implemented animated directions, so all you have to do is replace the place holder graphics.
The rest of your engine remains intact!
n/a
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Zorda2097
Registered 12/06/2009
Points 13
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6th August, 2009 at 19:46:55 -
Wow, unbelievable, works so much better than i imagined.
I'll tweak it here and there to experiment with speeds etc, and then implement this into different types of enemies and then the fun can begin
Big thankyou
Hmmm, maybe this is worth making into a "project"
I'm so far beyond the point of no return I've forgotten what it looked like when I first passed it...
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