Re: [Audyssey] Conceiving Level Maps

2010-12-31 Thread Jim Kitchen
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

Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Jim Kitchen
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

Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Thomas Ward
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

Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Jim Kitchen
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

Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Phil Vlasak
To: Thomas Ward Gamers@audyssey.org 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

Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Jim Kitchen
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

Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Kai
to comprehend the idea before I even attempt to make a foray into this region. Kai - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, December 27, 2010 7:16 PM Subject: Re: [Audyssey] Conceiving Level Maps Hi Kai

Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Thomas Ward
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

Re: [Audyssey] Conceiving Level Maps

2010-12-27 Thread Hayden Presley
HI, Well...you don't need conditionals for basic obstacles. If you were, say, making a simple sidescroller, you could create an array of integers and assign them all the value of 1 via a for loop. Then, you could assign selected ones other numbers, representing obstacles. I can't say about more

Re: [Audyssey] Conceiving Level Maps

2010-12-27 Thread Thomas Ward
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

Re: [Audyssey] Conceiving Level Maps

2010-12-27 Thread Philip Bennefall
- From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org 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