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1075929 Posts in 44152 Topics- by 36119 Members - Latest Member: Royalhandstudios

December 29, 2014, 04:03:23 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Tiny planet platforming?
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Savick
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Workin' on Dragonoir, yep.


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« on: October 11, 2013, 07:40:49 PM »

So I tried the game maker forums and got like, 1 useless reply. What I'm trying to do is this:
In game maker. (but with, you know, nicer graphics, a story, etc.) I know that I shouldn't use solids, but I can't figure out how to incorporate place_meeting() into the code without breaking the functions. I can make my little guy walk around the planet, but he gets stuck on any platform he jumps into. I hope you guys can be more helpful. Thanks.
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Polly
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« Reply #1 on: October 12, 2013, 10:23:17 AM »

If you want to use Game Maker's build-in collision functions, i'd recommend creating / using your maps as regular rooms. So, your map still looks like this ( just a regular ordinary room ) ..



.. but use your own rendering script, so it ends up looking something like this ..



Use shaders if you can, or otherwise generate the map mesh using the d3d functions.

+ Or ditch Game Maker altogether Wink
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Whiteclaws
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Caus' Why Not ?


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« Reply #2 on: October 12, 2013, 04:32:48 PM »

If you want to use Game Maker's build-in collision functions, i'd recommend creating / using your maps as regular rooms. So, your map still looks like this ( just a regular ordinary room ) ..

.. but use your own rendering script, so it ends up looking something like this ..



Use shaders if you can, or otherwise generate the map mesh using the d3d functions.

+ Or ditch Game Maker altogether Wink

Oh , I would love to see how that could be implemented using shaders
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Thomas Hiatt
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« Reply #3 on: October 12, 2013, 06:44:56 PM »

You can use the x coordinate as the angle and the y coordinate as the distance from the center. You would divide the x coordinate by whatever the maximum x coordinate could be and then multiply that by 2 pi to get it as a radian value. Then the new x and y coordinates would be the sin and cos of that radian value multiplied by the original y value.
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Savick
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Workin' on Dragonoir, yep.


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« Reply #4 on: October 13, 2013, 05:18:41 AM »

While those are some interesting suggestions, they're far beyond my current understanding to use. I got slopes to work at least a little better by using some script I found for more dynamic slopes. I tried a couple more times to remove solids, but no luck. Thanks for the input so far.
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