Hi Phil,
Well that makes sense to check for a step away if you are going to play a
warning sound or totally change the sound that is playing as a warning.
In Mach 1 the sound of the wall moves and gets louder the closer you get to it.
And then there are the marbles to let you know that you ar
mas Ward"
Sent: Thursday, December 30, 2010 5:06 PM
Subject: Re: [Audyssey] Conceiving Level Maps
Hi Thomas,
Yeah, if I had an explosion or whatever take out part of a wall or
whatever, I would just adjust the coordinates for the collision detection,
which I'm sure is what you do. B
Hi Thomas,
Yeah, if I had an explosion or whatever take out part of a wall or whatever, I
would just adjust the coordinates for the collision detection, which I'm sure
is what you do. But my question really was, why test to see if there is going
to be, a collision in stead of testing to see i
Hi Jim,
The reason I do that is because I store everything like doors, walls,
fire traps, chasms, etc in a 3d array. Basically, how it works is I
take the current directionand coordinates and calculate a vector along
that direction x units away to find out where the player will be next.
I then che
Hi Thomas,
I am wondering why you need to know a step ahead. Why not just detect an
actual collision? I have always found that to be good enough. You know detect
the collision and do what would happen for a collision like before doing what
would happen if there was not a collision. I E do
Hi Kai,
Well, to help me draw level maps I actually created a level editor
that allows me to copy, cut, and paste things like walls, doors,
chasms, etc on a 2d or 3d grid. However, even without it it is not
that hard to actually draw or create a level such as you describe. To
create a room for a s
ure, but I would still like to comprehend the idea before I even attempt
to make a foray into this region.
Kai
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Monday, December 27, 2010 7:16 PM
Subject: Re: [Audyssey] Conceiving Level Ma
Hi Kai,
In my current game Homer is running. Say I use the variable h for where Homer
is at. So if Homer is running I do h = h +1. So h is getting larger and
larger as Homer runs. I then have a series of if questions such as
if h > 123 then
start bird
end if
if h > 217 then
start chain saw
-
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, December 28, 2010 4:16 AM
Subject: Re: [Audyssey] Conceiving Level Maps
Hi Kai,
Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are differen
Hi Kai,
Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are different
ways of doing this. Which way you choose probably depends on how good
your math sskills are.
Most professional game developers use bounding boxes to mathe
about more
complex systems, but that's how you'd handle a simple one.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, December 27, 2010 4:56 PM
To: Gamers Discussion list
Subject: [Audyss
Greetings list.
I've a question for you game developers who've made games involving mapped
out levels. the short of it: How do you do it? Is your map just an array of
coordinates with conditional statements that place obstacles at certain
points? Or, for games that have levels stored in files
12 matches
Mail list logo