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AppGameKit Classic Chat / What basic engine would people like to see developed?

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Xaby
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Posted: 12th Dec 2019 21:00
I wonder, why there is no GetSpriteHitSprite(SpriteID) returns the first SpriteID that is hit, or 0 if non Sprite is hit

We have:
GetSpriteHitTest(SpriteID, x, y)
GetSpriteHit(x, y)
GetSpriteHitGroup(group, x, y)
GetSpriteHitCategory(categories, x, y)


If we have a grid, it would be no problem, the question is, would it be possible, to have a rotated Sprite surface and maybe a player without the need of Box2D or somewhat, and be able to check, if a collision is there and when, with what Sprite?

For a Mouse-Pointer it is possible to use GetSpriteHit(x,y) and I would get the SpriteID, what if my MousePointer, would be a Circle. Can't I ask, if my Sprite on position X, Y is hitting "something" and please tell me, what ID this colliding Sprite has?

We have some other commands:

GetSpriteCollision (SpriteID1, SpriteID2)
GetSpriteContactWorldX ()
GetSpriteContactWorldY ()
GetSpriteContactSpriteID2()


Maybe I am looking for GetSpriteContactSpriteID2()
"Returns the ID of the other Sprite involved in this contract."

But in which contact? It is under 2DPhysics, so I guess, it works only with Physics-ON.

So I guess, I would use a combination of a Grid-Array and ask for integer GetSpriteCollision( iSprite1, iSprite2 )
If I am in a specific Grid-Sector / field.

But still don't know, if a rotated Sprite could be detected acuratly this way.





Xaby
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Posted: 15th Dec 2019 19:53 Edited at: 15th Dec 2019 20:21
Used an array for collision.



Arrow keys to move. Tried to solve the collision with an array. (like here in C++ Code-It-Yourself! Simple Tile Based Platform Game #1 from javidx9)
Golelorn
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Posted: 19th Dec 2019 04:48
I know I am late to the party. Have been working, and that kinda bs.

I need help with AI movements. I can't get it down. Honestly, its made me stop programming, altogether. There is so little info out there. I have no idea what I am doing. I get the macro part. But, I can not perfect the minute important stuff. Its got me really down. I haven't touched AppGameKit in like 6 months, because I can't figure this out.
Santman
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Posted: 19th Dec 2019 23:21
I'm going to take a break from the world builder over Christmas, so will have a bash at a per pixel, shader based sprite collision checker. I've thought it out in my head, and it should be plenty fast enough for multiple checks on a mobile I think. So for me theres two types: how far below point Y is the ground, and has one sprite collided with another for bullets etc.

Golelorn, what kind of AI movement? Tjeres a couple of A* payjmapping style algorithms in the forums already, and sure someone did flood filling aswell.
Xaby
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Posted: 20th Dec 2019 12:53
@Golelorn
Yeah, sometimes it could be very hard. I also miss some examples for easy games like Platformers, and there is Game Maker Studio a little bit better also with YouTube tutorials.

@Santman
Would be nice, to have some basic Platformer, maybe with an enemy, or some ladders or what. I know, it is all possible with arrays and block-tile-based layouts.

And seeing *A in action in App Game Kit would be also very cool. Could be used for so many game styles. Puzzles, Strategy and others.
Santman
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Posted: 20th Dec 2019 13:19
A basic 2d platformer? I did one before and uploaded the code, will dig it out.

I also have an A* routine in two flavours that I can upload, one is a single process, the other works like threading so that complex routes can be done over multiple frames if needed.

Will try and do them later.
Xaby
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Posted: 6th Jan 2020 20:25
@Santman

I saw that. Maybe that could inspire us. But it is tilebased.

Santman
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Posted: 6th Jan 2020 20:52
Is that your game Xaby? That's awesome - I especially love the sound effects of the torches being lit.
Xaby
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Posted: 7th Jan 2020 08:18 Edited at: 7th Jan 2020 08:20
@Santman,

no, is not mine. But would be nice, to have a blue-print for such game. I started out with some tutorial in C++ and got it also working in App Game Kit Tier 2 C++, and also tried to re-do it in AppGameKit Tier 1 Basic. An RPG and a Platformer are nearly the same, if you only add graivity.
At the moment I will finish my Bomberman-Clone and after that, I will try a platformer, also tile-based.

My dream would be something like "Rayman Legends", I could create some graphics in photoshop, and also placethem with my own "leveleditor", but still don't know, how I would do the collisions in the best way. It is much more easy in a grid, where you know, that you only have to check some of the moving objects against the 4 directions.
But maybe it would be the same with free-rotated Sprites. And my moving NPCs and and Player-Characters would need about "8" colliders, or maybe only 4 without the edges. Or the best way for that would be, to use Box2D build in functions. Can't tell. I guess, slopes are also possible with tile-based collisions.

That was my project
https://forum.thegamecreators.com/thread/225169
Santman
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Posted: 7th Jan 2020 08:50
Well, over been kinda busy with the world builder but now that's been shelved I'll come back to this thread, and have a look at my platform game code. Something like Rayman would be fairly easy now I think.....I'd use 3D and just make a shader to reduce the Z buffer to flat (I have one alreasy), sonit would look 2D but would give perfect 3D collisions.
Golelorn
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Posted: 14th Jan 2020 23:54 Edited at: 15th Jan 2020 00:02
A* is just the beginning.

The mobs have to travel around each other, travel around obstacles in a sensible fashion, and surround a target that might be changing position constantly. I have some videos on here of what I have been able to do, but its not good enough.
https://forum.thegamecreators.com/thread/224645

The bottom one is pretty much where I am stuck. I took a break form it, and can't get motivated to get back to it.

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