Posts Tagged ‘walls’

There’s no escape!

January 17, 2008

At lemur’s request, I dropped in wall collision detection. You can’t walk through walls anymore! It really changes how I find myself collecting items, because I can’t just run away from the monsters forever anymore.

I had no problem putting in wall collisions for underneath the town, as I was generating the maps myself. Getting the town to block my movements was a little trickier. When I originally put in support for the town tilemap, I built the map in Mappy and exported a .MAP file; that file contained only indices into the tileset bitmap so I had something to draw with. I didn’t have any collision information for when I decided to do this, so I had to try and load .FMP files that would have collision info in it. I fought with it, but I got it in.

Wall collision isn’t exactly something I consider worth making an avi over. Posting a picture of it isn’t really going to show much, either. I’d like to have something visual to post every time with, but that just isn’t possible every time. I’ve got a ton of stuff still to do before I’m looking at a Diablo clone, but I’m inching every closer with every step I take.

I think the next thing I’ll be doing is to improve on the floor layout of the dungeons. There’s nothing but open space!