Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by MyShuitings

So, I was looking through the collision map code, and the examples jump in run etc.

I was noticing that in weltmeister the collision map has the default tileset with tile 1=s, 2=sl,3=w,4=h. However by default it looks like only s is used when linked to by another layer.

I also saw that in the impact collision-map file that all the collision tiles from 1 to 255 are set as solid, and that the trace functions return the tile (1-4 in the base set) that would collide with the trace.

So I understand that I'd be able to base actions like friction etc on the tile type. The question is if there is a "better"/"planned" way to setup the tiles that should be solid, or should we edit the collision-map file directly?

(Use case - a stasis field type area which would invert gravity. Although I assume a entity-trigger collision could fulfill a similar purpose...)

1 decade ago by dominic

The different collision tiles are somewhat of a relic, to be honest. Things like a slippery floor or inverted gravity are better implemented with trigger entities right now, as you suggested. E.g. the h tile was meant to hurt, but I ended up doing the slime pits in Biolab Disaster with triggers - which is a much more flexible approach.

In future versions of Impact, the collision map could check for different shapes in the tiles. E.g. slopes or per pixel collision. But as it is now, only fully solid tiles are supported.

1 decade ago by MyShuitings

Perfect.

Thats what it seemed. One question: whenever you get the private purchaser forum up, would you be willing to scope out a tentative roadmap of what you have planned. I think everyone who has purchased like me is very excited about what you've made here, and at least in my case I wanted you to have enough $ so that you could keep working on it.

It would however be nice to know what you have on your "list of things to do". For example, sloped tiles seems to have been big topic so far, etc. Mainly so that if I need X for a game, and I see that its on your roadmap for next month, I could continue with YZ of that game, and wait rather then develop X from scratch.

Thanks again for the awesome project, I've got a few indie gamer buddies here in Cordoba Argentina looking into this... and they're running a 3 day GAME JAM coming up at the end of the year that I'm pushing to get a team ready to build something in Impact. (get you some publicity ! )
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