05-06-2020, 12:24 PM
(This post was last modified: 05-06-2020, 12:26 PM by Uneven_Prankster.
Edit Reason: Explanation of effect.
)
Currently, I have successfully managed to implement collision detection by making using of a TMX library (I advise loading collision objects be a future feature of Tilengine) however I have been unable to pull off a convincing enough in-front-of/behind effect for the protagonist and walls, as it makes use of layer priority, which only works so well while the protagonist is behind the upper part of the wall found in the prioritized layer. I suppose I may scrap having such situations at all for the better of continuing work without much hassle, but I am curious about doing this even then.
Another thing is that I wish to implement a camera similar to that of games such as Earthbound. However, I am not skilled at this and therefore having it center around the character results in the position of the player being stored becoming inaccurate, which prevents collision detection from working correctly. I'm also curious about this.
Example screenshot from Earthbound for the SNES.
Another thing is that I wish to implement a camera similar to that of games such as Earthbound. However, I am not skilled at this and therefore having it center around the character results in the position of the player being stored becoming inaccurate, which prevents collision detection from working correctly. I'm also curious about this.
Example screenshot from Earthbound for the SNES.
I wish you could just mov the obstacle from the destination.