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Diagonal platforms?
#1
Posted 13 August 2009 - 12:43 PM
Is there any way to create diagonal platforms like stairs or hills? I don't want the entire game to feel boxed in.
#2
Posted 13 August 2009 - 01:36 PM
Doing slopes in IGM is simply impossible, But there might be a way to create stairs tough.
#3
Posted 17 August 2009 - 12:53 PM
Curved platforms are likely to be impossible. Still, any way to produce straight, diagonal lines?
#5
Posted 28 September 2009 - 07:19 AM
it's possible. look inside the sample game downloaded here http://tkool.jp/prod...t/download.html
You can do a background and some tiles with proximity sensor, when the player become near, it appear, so, you can do slopes on the edges, etc..
the game called something like this: "becoming of age day" (http://tkool.jp/prod...addsample02.zip) have some tilesets like Zelda, with diagonal and isometric views, so, you can use this if you want, to see how it's made.
You can do a background and some tiles with proximity sensor, when the player become near, it appear, so, you can do slopes on the edges, etc..
the game called something like this: "becoming of age day" (http://tkool.jp/prod...addsample02.zip) have some tilesets like Zelda, with diagonal and isometric views, so, you can use this if you want, to see how it's made.
#6
Posted 06 October 2009 - 11:17 AM
I should had been more specific. Is it possible for a side-stroller type game?
#8
Posted 10 December 2009 - 11:35 PM
Sorry if I'm reviving a two-month old topic, but I'd like some help on this issue as well. I've been trying to create diagonal platforms/slopes in IGMaker so that staircases, much like in Castlevania: Symphony of the Night, are possible.
I've already tried using a gadget shaped like a 90 degree slope, but it just treats the entire thing like one huge block, despite changing its collision box.
I would be extremely greatful for any suggestions.
I've already tried using a gadget shaped like a 90 degree slope, but it just treats the entire thing like one huge block, despite changing its collision box.
I would be extremely greatful for any suggestions.
#9
Posted 11 December 2009 - 06:57 AM
Do you can design it for me?
I can't understand what the difficulty... thx.
I can't understand what the difficulty... thx.
#10
Posted 15 December 2009 - 03:33 PM
If I haven't mentioned already also, I'm trying to do this for a side-scrolling type game.
Alright, well the best way that I've figured to tackle this problem so far is to create many little sprites (maybe about the size of a pixel each) and in a sequence where together, it looks like they make a diagonal line. The collision box for these little sprites would have to be as large as the sprite itself. Afterward, all you'd want to do is layer your tileset graphics over it, giving the illusion of a slope on a hill or a staircase. You can also put it together in a different shape, if you want something more rounded or steep.
So far, it looks alright. The only problem is when the player gadget tries to descend down this 'slope', its like stepping off of a platform onto empty air. If you have an animation for falling at this point, you'd appear to be falling with every step you take, instead of traveling down the slope normally. Other than that, the player gadget also doesn't ascend correctly either, I'm guessing because of the collision boxes for both the parts of the slope and the player gadget colliding.
That's something I'm still trying to figure out at this point.
Alright, well the best way that I've figured to tackle this problem so far is to create many little sprites (maybe about the size of a pixel each) and in a sequence where together, it looks like they make a diagonal line. The collision box for these little sprites would have to be as large as the sprite itself. Afterward, all you'd want to do is layer your tileset graphics over it, giving the illusion of a slope on a hill or a staircase. You can also put it together in a different shape, if you want something more rounded or steep.
So far, it looks alright. The only problem is when the player gadget tries to descend down this 'slope', its like stepping off of a platform onto empty air. If you have an animation for falling at this point, you'd appear to be falling with every step you take, instead of traveling down the slope normally. Other than that, the player gadget also doesn't ascend correctly either, I'm guessing because of the collision boxes for both the parts of the slope and the player gadget colliding.
That's something I'm still trying to figure out at this point.
#11
Posted 15 December 2009 - 04:29 PM
lol, that's what I tried to explain before, in other words .. Well, you need another gadget in your action, before the fall ", and put into action his first floor and an animation takes a while to fall .. once put a movie in the fall after the jump and the peak of the gadget or jump collide with a wall, etc.
#12
Posted 15 December 2009 - 06:17 PM
Hmm, I'll go ahead and pm you what I've got so far, if you'd like to take a look.
#14
Posted 17 December 2009 - 12:59 AM
Alright, went ahead and PM'ed you what I have so far, with a few additions.
#16
Posted 10 January 2010 - 10:12 PM
Oh man, this is perfect. So how does this work? Do I place pixel by pixel or what?
oh ... um ... thanks for whoever put the hours that I didn't to figure this one out.
oh ... um ... thanks for whoever put the hours that I didn't to figure this one out.
#18
Posted 30 April 2010 - 05:32 AM
Hmmm... what if the stair is a gdget that make the player walk in the diagonal direction if he presses up...?
#19
Posted 02 June 2010 - 12:01 AM
You could always make a gadget and if the player gadget goes into collision you could turn on a switch and move the player diagonally.
Slopes are hard and extremely complex but I have managed them before(trust me you will be pulling out your hair because it's so hard)
Slopes are hard and extremely complex but I have managed them before(trust me you will be pulling out your hair because it's so hard)
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