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Various Improvements (and an update on art posts)

🕑 Added 2022-04-30 10:28:22 +0000 UTC
Various Improvements (and an update on art posts)

Comments

Matthewmatosis

Sorry for the late reply to this. I have a few reasons for preferring not to talk about the collision system at length. Some of them selfish (I only just decided to move on from it and am reluctant to share that work immediately) some of them pragmatic (it would be better to push further with the game so as to give it time to settle before potentially polluting the world with a poor collision system). Maybe I'll feel more comfortable doing it eventually but at the very least I'm convinced it's not a good idea right now. Sorry if that's a disappointment.

Kyrith

Would you consider sharing your precise tile collision code? I'm doing pixel art development in GMS2 as well (top down in my case) and would adore an opportunity to see how you dealt with this famous problem. Even if you don't feel like your solution is 'perfect,' I'd just really like to see more methods for handling this

DominickKimbley

So I know I'm a week behind so you're probably not reading the comments on this post anymore but I'll offer this suggestion anyway since this is how I'm handling the AI predictive system in my game. Keep in mind, mine is built in Unreal Engine 4 and is a 3D game so it's not 100% transferable but it should still work out somewhat. Instead of calculating the predictive system based on 15 separate actors that are all moving more or less in the correct direction, it might be good to just have one actor that is only location data, that is just 15 frames ahead of where you are. You may incorporate one or two additional actors for arcing movements but other than that, just maintain location data and alter it to affect where the game knows you're going to be. This'll be harder for my game which has more fluid movement in terms of momentum but for a Gob-like this should be easy enough for you to clamp down into a series of predictable values. Try it and see what you get.


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