Mar 15, 2012 at 9:05 PM
Join Date: Jan 21, 2011
Location:
Posts: 249
Just an update for you all:
I have two things to announce.
The block is considered an Object, and the Gaudi an Actor. They interact the same way that Quote interacts with the block. In this case, the gaudi is riding the block upwards. I'd also like to point out that Object x Actor collision does not work if the Actor never moves anyways (such as a missile pickup, or heart). (Yes, I know they do move when the background is a certain type, and the collisions work fine then, but that's only outside the island.) Also, this expanded collision detection has no negative effect on framerate.
There's still much work to be done before I can publish another version, and the shutter is in need of its own graphics, and the controller npc (a button you shoot with certain weapons) has not yet been made. I also plan to have a completely revamped crumble-block working too, that should (hopefully) work identically to the ones in super metroid.
Edit:
Fixed remaining problems with the shutter, and just finished writing in the the shootable button npc that affixes to the left or right of the shutter. It's color coded, and certain colors only respond to certain weapons. All that's left now is to finish up some of the remaining Labyrinth maps, write up the crumble block npc, and then... go replace all the previous crumble blocks with the new crumble block... and go replace all the previous shutters with the new one. ^ ^;
I have two things to announce.
- One, it may be some time till the next version is released.
- Two, I've successfully managed elastic shutters and NPC x NPC collisions. How it works is NPCs are divided into two categories. Objects, and Actors. Actors do not collide with other Actors. However Actors will collide with other Objects, and Objects will collide with other Objects. Bullets and Quote both collide normally with both NPC sub-types. Here's a somewhat mundane example:
The block is considered an Object, and the Gaudi an Actor. They interact the same way that Quote interacts with the block. In this case, the gaudi is riding the block upwards. I'd also like to point out that Object x Actor collision does not work if the Actor never moves anyways (such as a missile pickup, or heart). (Yes, I know they do move when the background is a certain type, and the collisions work fine then, but that's only outside the island.) Also, this expanded collision detection has no negative effect on framerate.
There's still much work to be done before I can publish another version, and the shutter is in need of its own graphics, and the controller npc (a button you shoot with certain weapons) has not yet been made. I also plan to have a completely revamped crumble-block working too, that should (hopefully) work identically to the ones in super metroid.
Edit:
Fixed remaining problems with the shutter, and just finished writing in the the shootable button npc that affixes to the left or right of the shutter. It's color coded, and certain colors only respond to certain weapons. All that's left now is to finish up some of the remaining Labyrinth maps, write up the crumble block npc, and then... go replace all the previous crumble blocks with the new crumble block... and go replace all the previous shutters with the new one. ^ ^;