Computer Science Canada Turing Isometric RPG |
Author: | DanShadow [ Fri Jan 09, 2004 3:58 pm ] |
Post subject: | Turing Isometric RPG |
I got bored, and as for me being a pixel designer as well as a programmer, I decided to start an isometric turing rpg. I have never seen this done, but so far, I have the tiles printing out correctly. (50 of them) Im also making this a scroller, so you can only see like 5 tiles * 5 tiles around you. (Except when you move, where the tiles shift, the program deletes them, and redraws the new incoming tiles.) I was wondering if I could get some help...like suggestions on how I might do some things. Like monster movement could be a problem, and so could collision detection. My pixel graphics are like 20 colors in one, so whatdotcolor wont work very well...and they are isometric, so that makes collision detection difficult. I was thinking about checking to the middle of a tile ahead of me while im walking, and check what kind of tile it is, and if its (for ex.) grass, I can walk, if its (ex.) water, I cant. (I have a variable in the array that records the type of tile it is...this helps when drawing it out.) Also, moving the monsters, and the monsters vision could be a problem. But I was thinking like, if the players 'x,y' co-ordinates are within 30 pixels, it checks which quadrant (alpha,beta,delta,gamma....bottom left,top right, bottom right, top left) the player is in relative to the monster, and moving accordingly.) I think the monsters and player will have to move by tile, not by (ex.) x:=x+3, y:=y+3. Please give some input or suggestions, thanks! ![]() |
Author: | Tony [ Fri Jan 09, 2004 5:01 pm ] |
Post subject: | |
just keep everything in arrays ![]() Collision detection is easy since you just check what the next tile contains. So is the movement - just hope from tile to tile. Should be easy if you organize your data matrix the right way |