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Jakob37



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17th November, 2006 at 15:21:41 -

I am working at a small entry to the chrismascompo with a movement built by 32*32 squares.

I use for the moment detectors for the maincharacer to determine in which directions he can`t move and it works good. The problem comes when started to work with multiple enemies which will have a simple four-directions movement. To use detectors on all of them would need a lot of annoying coding so I´m wondering if it is any easier ways to detect close obstacles.

 
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Hernan



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17th November, 2006 at 16:00:22 -

Read this: http://www.create-games.com/article.asp?id=1639
or this: http://www.total-klik.net/feature.asp?id=3
to avoid using detectors on enemies and I'm sure you'll be able to think up of something.

 
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Knudde (Shab)

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17th November, 2006 at 16:59:10 -

Not Commented, but this might help

http://www.ectoprods.com/Shab/Games/OldShit/tacticsRPG.gam

 
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Jakob37



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18th November, 2006 at 03:34:03 -

Hmm, I will test them and see if I can think out something.

 
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Jakob37



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18th November, 2006 at 03:50:39 -

Aah, Herman your first one is exactly what I needed, thanks for the support both of you.

 
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Peblo

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18th November, 2006 at 05:13:31 -

Lol Shab

 
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18th November, 2006 at 08:38:22 -

Haha Shab, that was terrible =P

 
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Hernan



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18th November, 2006 at 10:36:04 -

No problem, but i just want to point out that it's Hernan not Herman . It's not a western name.
Also, the two articles are the same in principle.

Image Edited by the Author.

 
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Knudde (Shab)

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18th November, 2006 at 10:46:51 -

Well what do you expect from a half baked project from a year and a half ago? Besides, the movement works for multiple enemy characters. I think this is my first case of using ripped GFX as well.

 
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Jakob37



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20th November, 2006 at 15:26:25 -

Haha, I can`t edit it, sorry Hernan

And yeah, they are about the same but I liked the first one more...

Image Edited by the Author.

 
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