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Re: Simple 2D RPG Engine

Posted: Sun Jun 22, 2014 1:08 pm
by Light-Dark
My sincere apologies for leaving everyone hanging for awhile but I bring with me now a forecast of things to expect in the future:
- New Character Physics
- Particle Engine + Lua wrapper ( this one overfills the DC vertex buffer if you're not careful)
- Dedicated Warping system ( Features more Object Orientedness than you're used too with this engine ;) )
- VQ texture compression on Dreamcast
- VMU Shenanigans
- Special Textbox formatting ( you can color text and even put in special sprites!)

Re: Simple 2D RPG Engine

Posted: Thu Jun 26, 2014 1:38 pm
by Light-Dark
Now with even more Dreamcast and monotone ramblings!

Re: Simple 2D RPG Engine

Posted: Thu Jun 26, 2014 4:10 pm
by RyanPridgeon
Nice work. Does the collision change with the depth warp? Like for example, to stop you from walking down through the ladder when you're underneath the platform, but still allowing you to walk up the ladder to get on top of the platform. I always wondered how that was handled in games like this.

Re: Simple 2D RPG Engine

Posted: Thu Jun 26, 2014 5:00 pm
by Light-Dark
RyanPridgeon wrote:Nice work. Does the collision change with the depth warp? Like for example, to stop you from walking down through the ladder when you're underneath the platform, but still allowing you to walk up the ladder to get on top of the platform. I always wondered how that was handled in games like this.
Yep. Basically if you're not on the two depth values it warps between the warp system won't even bother to check for collisions with that warp. Same goes for the collision layer, the engine won't bother with collision geometry that isn't on the same depth layer as you. How I prevent gamebreaking scenarios, like getting stuck in the new collision plane in tight warp spaces after a warp, is to snap the player to the warp after a certain point before warping them.