Search found 10 matches
- Tue Nov 15, 2016 1:24 am
- Forum: Announcement
- Topic: Tanglewood - now on Kickstarter!
- Replies: 19
- Views: 33560
Re: Tanglewood - now on Kickstarter!
I fully support you buddy! and I did on kickstarter, twitted it too, to help you out.
- Wed Nov 09, 2016 6:11 pm
- Forum: Megadrive/Genesis
- Topic: Tileset's?
- Replies: 6
- Views: 5143
Re: Tileset's?
Alright, Thanks a bunch stef!
- Wed Nov 09, 2016 3:41 am
- Forum: Megadrive/Genesis
- Topic: Tileset's?
- Replies: 6
- Views: 5143
Re: Tileset's?
Do you want to know Tileset use or Map use ?? In fact an Image internally contains a TileSet and a Map structure. You can directly load Image in SGDK without worrying about TileSet or Map with these methods : u16 VDP_drawImage(VDPPlan plan, const Image *image, u16 x, u16 y); u16 VDP_drawImageEx(VDP...
- Tue Nov 08, 2016 7:14 pm
- Forum: Megadrive/Genesis
- Topic: Collision Help Please...
- Replies: 12
- Views: 9892
Re: Collision Help Please...
In a few hours I'm going to fully answering you, now I'm going to sleep, but meanwhile if you can answer those it will help: ¿What kind of platformer are you designing? ¿Do you plan to do a level editor? ¿Have you thought a structure for you levels? ¿What kind of information do you need to perform ...
- Tue Nov 08, 2016 7:57 am
- Forum: Megadrive/Genesis
- Topic: Collision Help Please...
- Replies: 12
- Views: 9892
Re: Collision Help Please...
To work out B you set a few strategic points surrounding the sprite and check if they are inside a solid or hollow tile. An algorithm for this last one depends very much on how you structured your levels, it could be as easy as: bool solid = level[ player.x / 8 ][ player.y / 8 ]; About collision re...
- Tue Nov 08, 2016 4:05 am
- Forum: Megadrive/Genesis
- Topic: Tileset's?
- Replies: 6
- Views: 5143
Tileset's?
Heya, guys, I understand how to load tiles and such, and this seems like a dumb question, but how do I use Tileset map's in sgdk?
- Sat Nov 05, 2016 10:36 am
- Forum: Megadrive/Genesis
- Topic: Collision Help Please...
- Replies: 12
- Views: 9892
Re: Collision Help Please...
Thanks a bunch guys, got sprite collision working, now I just need Tile collision. I'll get back with you guys when I get some real tiles made and put in the game, and not use that bitmap of a sonic level. Glad to finally make some progress, I was pulling my hair out over this for days. I'll be sure...
- Fri Nov 04, 2016 11:01 pm
- Forum: Announcement
- Topic: Where is the WIKI?
- Replies: 2
- Views: 23733
Re: Where is the WIKI?
I made a new wiki on my site for it, only people whom has created an account, and confirms their email can edit pages.
http://mdwiki.virtualpython.com
http://mdwiki.virtualpython.com
- Fri Nov 04, 2016 6:40 pm
- Forum: Megadrive/Genesis
- Topic: Collision Help Please...
- Replies: 12
- Views: 9892
Re: Collision Help Please...
First of all collision means detecting if two sprites/objects/entities are overlapping, since you question is that general perhaps you are adding other issues. Usually in 16bits you have two types of collisions: A) one sprite with another sprite B) one sprite with the ground (tiles) To solve A you ...
- Fri Nov 04, 2016 12:18 am
- Forum: Megadrive/Genesis
- Topic: Collision Help Please...
- Replies: 12
- Views: 9892
Collision Help Please...
Hi, I'm pretty new when it comes to programming the collision's for the Sega genesis, all I want to do is make a platformer, with a few specific sprites/ platform tiles, that when you overlap them or collide with x will happen, like an enemy killing you or walking in front of a door sprite and press...