TilesI've already mentioned there is a twist on Loot & run, I guess this post will be the first hint of what this is about, it could make no sense just with this, but just bear with me.
Regular floor tiles here work very differently from other games, here is an example:
This is very straight forward, as you can see every space in the grid is either a 0(empty) or a 1(solid) space, and basically, if you need to know if the character is touching the ground just check his position and compare it to the tiles position on the map.
Now here is how it works in this game:
Now this looks very different, the first thing to notice is that we only stored the height of the tile, that means there can only be bottomless tiles. So what if we need a floating tile? In that case there is a special tile for this, but I'll be talking about this in another update.
The other thing to notice on our tiles is that some of them are cut by almost half, the rule for this is that if they are next to a lower tile they get cut by half the width of the main character. Then to check a collision we need to know where the center of the character is.
So why getting into so much trouble to do this? well, mainly because of the way the collisions are handle in the game, I wish I could say more about it but I hope this will be clearer in the future.
Main character jumping animation process:1.Basic shapes
2.Added feather and part of the suit.
3.Color
4.Clean up and shadows
5.Polish