Thanks. Not planning to sell anything, I'm just having fun and learning. Will definitely put the code up somewhere at some point. Its just too messy now!GradualGames wrote:This looks incredible. Definitely looks like it could replace nesmaker. Are you going to be selling it or is it free/open source?
Also, how do you make your guy go behind walls? I was impressed by that because I never could figure out a good way to do that on my own adventure game (The Legends of Owlia), so I just made it impossible. In Crystalis, they had to severely compromise the palette and have more than one shared color so that you could go behind a house using the background color as green but still have black outlines etc. It was kinda ugly.
My guess is maybe you have a character that always moves on an 8x8 grid and you can just cut him off? I cut off sprites for text boxes by nudging them a max of 4 pixels and then cutting them off at the sprite grid boundary, but never found a nice way to do the same just going behind walls etc.
Very cool stuff.
To hide the guy i simply have a flag for each metatile that says if it is a "foreground" tile. So I constantly look if the feet of the character are touching a foreground tile, if it is, i render him behind the background.
This look cool, but it has severe limitations.
Most obvious one is that your floor, at least near the areas where you character can be occluded, needs to be of a plain color (i.e. the background color, which is this ugly orange/pink color). So i have these little "brick" tiles on the floor, but I could NOT put one near the bottom wall, otherwise the guy would render behind the brick pattern.
Also, gameplay-wise, I can see how it could be frustrating to die because you were partially occluded and couldnt see what was going on... So for all these reasons I might not keep it. Or I might adapt my level design to mitigate the problems. We will see.
-Mat