Showcase #3 - Scrolling Map, Menu and Polygonal Collision

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Showcase #3 - Scrolling Map, Menu and Polygonal Collision Empty Showcase #3 - Scrolling Map, Menu and Polygonal Collision

Post by Seattleite on Wed Oct 23, 2013 7:17 am


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Showcase #3 - Scrolling Map, Menu and Polygonal Collision Empty Re: Showcase #3 - Scrolling Map, Menu and Polygonal Collision

Post by EMSOUP on Wed Oct 23, 2013 10:08 am

The map's shifting seems a bit wonky imo. The character moved before the map even scrolled. either the player moves too fast, or the map generation has some problems.
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Post by DIGITAL on Wed Oct 23, 2013 10:23 am

No, that's a result of the player reaching the edge of the map.
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Post by Seattleite on Wed Oct 23, 2013 12:00 pm

Yes dylan is right.

I was thinking of dropping off the character at the edge of a map, that "connects" to another map, like so:

Showcase #3 - Scrolling Map, Menu and Polygonal Collision Untitl10

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Post by DIGITAL on Wed Oct 23, 2013 12:02 pm

I was thinking we remove map scrolling in general.
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Post by EMSOUP on Wed Oct 23, 2013 1:32 pm

Yeah, that would be better. The blinking hurts.
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Post by Seattleite on Wed Oct 23, 2013 1:56 pm

Rᴜᴍʙʟᴇʀ Tᴜᴍʙʟᴇʀ wrote:I was thinking we remove map scrolling in general.
For maps small enough to not scroll, this is fine. But I want to leave in scrolling in case we have a bigger map.

What are your reasons for not wanting scrolling?

EMSOUP wrote:Yeah, that would be better. The blinking hurts.
Blinking? I don't see any blinking.

It could be the diabolical work of camstudio skipping frames, but really the game runs fine.

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Post by DIGITAL on Wed Oct 23, 2013 2:44 pm

have you ever played Yugioh the Sacred Cards? That takes large areas and breaks them into small chunks so it doesn't need to have map scrolling.
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Post by Seattleite on Wed Oct 23, 2013 3:19 pm

If you can make maps that are small enough that'd be great Very Happy

I don't think I could personally do it. My maps are meant to be big.

The other option is to just let you guys make all the maps.

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