[SHATTERED OASIS] Oh gosh, not again...
Moderator: MaxCoderz Staff
-
- Calc Wizard
- Posts: 526
- Joined: Tue 08 Mar, 2005 1:37 am
- Location: who wants to know?
- Contact:
- BetaSword
- Maxcoderz Staff
- Posts: 140
- Joined: Sat 18 Dec, 2004 3:34 am
- Location: West Chicago.
- Contact:
Hmm... I don't really know how what kind of math I'd use to determine if a space can be walked on with that, though. Currently, for the collision detection matrix, it's a bunch of ones and zeros, ones showing solid objects, and zeros showing walkable objects. Of course, I could also redesign the way the sprites are layed out in the sprite sheet pic, so that, say, all sprites under 20 are walkable, and all sprites 20 and over are solid... But sometimes you want certain areas to be solid, and sometimes you don't. Eh, I'll see how fast it is when I can implement xLIB. Though at the moment, even, the actual walking speed is perfectly fine for me on the SE. It's just the loading the rooms part that takes forever.
With xLIB the load time will be a thing of the past, also yeah if you want tile 1 to be walkable, but in the next room you don't want it to be you can just make that same tile for 28 and it can be walked on.BetaSword wrote:Hmm... I don't really know how what kind of math I'd use to determine if a space can be walked on with that, though. Currently, for the collision detection matrix, it's a bunch of ones and zeros, ones showing solid objects, and zeros showing walkable objects. Of course, I could also redesign the way the sprites are layed out in the sprite sheet pic, so that, say, all sprites under 20 are walkable, and all sprites 20 and over are solid... But sometimes you want certain areas to be solid, and sometimes you don't. Eh, I'll see how fast it is when I can implement xLIB. Though at the moment, even, the actual walking speed is perfectly fine for me on the SE. It's just the loading the rooms part that takes forever.
<Offtopic>You should change the subtitle of the forum to "The RPG that definitely hasn't died even though it looks like it"</offtopic>
Last edited by gangsta on Wed 30 Nov, 2005 1:56 am, edited 1 time in total.
-
- Regular Member
- Posts: 82
- Joined: Sat 18 Jun, 2005 9:15 pm
- Contact:
i mean that u just have one matrix, ur tile matrix. Since xlib ignores decimals in matrixes, u can add a .1 after each unwalkable tile and alter it to ur needs. Then for collusion detection, if the tile has a .1 after it, then u can't walk there.i could send u specific code if u want...BetaSword wrote:Hmm... I don't really know how what kind of math I'd use to determine if a space can be walked on with that, though. Currently, for the collision detection matrix, it's a bunch of ones and zeros, ones showing solid objects, and zeros showing walkable objects. Of course, I could also redesign the way the sprites are layed out in the sprite sheet pic, so that, say, all sprites under 20 are walkable, and all sprites 20 and over are solid... But sometimes you want certain areas to be solid, and sometimes you don't. Eh, I'll see how fast it is when I can implement xLIB. Though at the moment, even, the actual walking speed is perfectly fine for me on the SE. It's just the loading the rooms part that takes forever.
@Darkerline: of couse its faster to only store one matrix instead of 2, i use this way for my own project, it should only take about 1 sec, even on a black ti-83+
- BetaSword
- Maxcoderz Staff
- Posts: 140
- Joined: Sat 18 Dec, 2004 3:34 am
- Location: West Chicago.
- Contact:
I can't. Only admins can. And I'm not an admin. Otherwise, I probably would.gangsta wrote:<Offtopic>
You should change the subtitle of the forum to "The RPG that definitely hasn't died even though it looks like it"
I understand what you're talking about... I just don't quite know how to quickly make it discern whether or not the value has a decimal attached to it or not to make it walkable. Otherwise, I probably would do that, as it would be quicker, and smaller. As it is, each matrix is about 845 bytes. Not too bad, considering most the stuff can be archived while it's running, thanks to xLIB. But hey, every byte helpsdragon_lance wrote:i mean that u just have one matrix, ur tile matrix. Since xlib ignores decimals in matrixes, u can add a .1 after each unwalkable tile and alter it to ur needs. Then for collusion detection, if the tile has a .1 after it, then u can't walk there.i could send u specific code if u want...
-
- Regular Member
- Posts: 82
- Joined: Sat 18 Jun, 2005 9:15 pm
- Contact:
- BetaSword
- Maxcoderz Staff
- Posts: 140
- Joined: Sat 18 Dec, 2004 3:34 am
- Location: West Chicago.
- Contact:
Hoohah, just got the test version of xLIB, so now I set out to see if A) It's got any noticable bugs, and B) How much it speeds up SO. Screenshots should follow shortly!
Edit: First test results in! And the results are.......
Rooms are INSTANTLY RENDERED. Like, holy crap on a stick. xLIB rocks my socks. More testing shall commence!
Edit: First test results in! And the results are.......
Rooms are INSTANTLY RENDERED. Like, holy crap on a stick. xLIB rocks my socks. More testing shall commence!
- dysfunction
- Calc Master
- Posts: 1454
- Joined: Wed 22 Dec, 2004 3:07 am
- Location: Through the Aura
- dysfunction
- Calc Master
- Posts: 1454
- Joined: Wed 22 Dec, 2004 3:07 am
- Location: Through the Aura
BetaSword wrote:I understand what you're talking about... I just don't quite know how to quickly make it discern whether or not the value has a decimal attached to it or not to make it walkable. Otherwise, I probably would do that, as it would be quicker, and smaller. As it is, each matrix is about 845 bytes. Not too bad, considering most the stuff can be archived while it's running, thanks to xLIB. But hey, every byte helpsdragon_lance wrote:i mean that u just have one matrix, ur tile matrix. Since xlib ignores decimals in matrixes, u can add a .1 after each unwalkable tile and alter it to ur needs. Then for collusion detection, if the tile has a .1 after it, then u can't walk there.i could send u specific code if u want...
Code: Select all
If 10fPart([MatrixName](Map_Y_Offset + Y/8 + 1,Map_X_Offset + X/8 + 1))=0
"You're very clever, young man, but it's turtles all the way down!"
-
- Calc Wizard
- Posts: 526
- Joined: Tue 08 Mar, 2005 1:37 am
- Location: who wants to know?
- Contact:
- dysfunction
- Calc Master
- Posts: 1454
- Joined: Wed 22 Dec, 2004 3:07 am
- Location: Through the Aura
Well, I was thinking along the lines of having not just 0 and 0.1, but also 0.2 etc. That way you can have many types of tiles, for instance, I don't know how you detect tiles with actions associated with them (such as that gate), but you could put a decimal for action-objects.
"You're very clever, young man, but it's turtles all the way down!"