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MBK



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12th October, 2009 at 04:04:51 -

As some of you already know, due to its complexity and increasing rigidity and lack of alterability in comparison to what I would like it to be, I've put the 2.5d platforming project on hold for an undisclosed amount of time.

I need to find a simpler way but I'm too stupid to figure it out. There's an idea floating around my head which says that it may be easier to use a 3d cubic grid and alterable values to relay positional testing accurately for multiple instances of an object so there will be no need for the hassles of the always irritating and ever-confusing spread values.

The problem with this is while this may be plausible for me to create on my own in such a block-ish format, I'd much rather create it without the use of any form of grid-based calculations, and that is where I become totally lost in confusion.

To all the brilliant ones out there in hiding, I know that I may come off as abrasive and rude at times, but I could really use your help with this. The future of all the games in this style depends solely upon the success of the concept.
I have alot of unique ideas that will only work within these rather odd and specific parameters of the 2.5d/psuedo-3d spectrum.
If I were to make them as regular platformers it just would not be the same.

Thank You in Advance for any light that you may shine upon this situation.


 
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Sketchy

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12th October, 2009 at 16:41:39 -

To be honest, it's your insistence on making in it TGF1 that put me off helping, more than anything.

I downloaded one of your examples when you asked for help before. With all the various counters, un-named alterable values, and everything else, even if it had been properly commented, it would still have been almost impossible for anyone but you to understand. If you'd used MMF2 (or even MMF1) you could have made it much clearer, and probably the actual coding could have been a lot simpler too.
And really, who uses TGF1 these days anyway?

 
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Jon Lambert

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12th October, 2009 at 17:50:09 -

Use a height map. Have two objects, one that moves across the map and one that represents that movement, then manipulate the representative object's Y position relative to the moving object based on the color the height map reads. For example, if you used a red height map, it would take 0 as the bottom and 255 as 255 pixels above the moving object. Set X of the representative object to the X position of the moving object.

That's just one way to do it though.

 
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Sketchy

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12th October, 2009 at 23:44:21 -

Yep, that's definitely the smart way to do it (exactly what I was thinking, anyway ) - of course, TGF1 doesn't have the overlay extension, so you'll have to use MMF...

 
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MBK



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13th October, 2009 at 07:39:38 -

Yea .. I really should come to terms with using MMF2, but it sorta scares me in a weird way. I can't explain it, guess I'm just insane.
I'm gradually easing myself to it but I'm just not comfortable coding with it yet. I play around with it once in awhile but that's about it so far. I feel sorta like a sumo wrestler walking on a thin glass floor while 10 stories high in MMF2 ... does that make any sense?

Thank you guys for the kind replys.

Jon, that sounds like a good idea but I'm honestly not even sure what a height map is.
I've only a vague idea as to what it could be. Why would color have anything to do with it? That confused me a bit.
But you're description has given me an interesting idea with the whole use of an outside active thing.
I'm not entirely sure if the idea in my head is logical or not but that's just how my brain operates.

We'll see what happens with it. I'm either going to be driven crazy by it or figure it out, one of the two. If I get to the point where I'm sitting in a room with padded walls while wearing a straightjacket, then I guess I had better use MMF2 with its fancy easy ways. I kinda feel like I'd be cheating if I used those though. I'm one of those people who don't use cheat codes for videogames unless it's the most boring game ever that I just want to see the end to, I torture myself, kind of neurotic like that.


 
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Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?

Sketchy

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13th October, 2009 at 13:40:34 -

http://en.wikipedia.org/wiki/Heightmap
Also, geographers use the term "digital elevation map", which is basically the same thing.

It's just a bmp/png map of your level (as viewed from above) - like the "physical" maps you get in an atlas.
The lighter the color, the higher the terrain at that particular point. 0,0,0 is the lowest possible; 255,255,255 is the highest possible.

If you look at the examples that come with the mode7 extension, it should all become clear...

You just compare the players current altitude to the color of heightmap at his position. If he's higher, then make him fall.

I might make an example when I have time...

 
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