shaoth Posted October 21 Share Posted October 21 Good evening everyone, I'm currently analysing a future idea. I'm wondering how to manage the collisions between the taxi sprite, in green on the screenshot, and the background, the characters in white, as finely as possible. For the solid characters, those in purple, it's simple. But the non-full characters, in blue, are bothering me... If you have any tips, I'd be interested. If more than 50% of the character is white, then the full character is considered an obstacle, otherwise it's OK! I can redesign the decor so that I only have full characters, but the result will be rather crude... Quote Link to comment https://forums.atariage.com/topic/374197-reflections-on-collisions/ Share on other sites More sharing options...
Kiwi Posted October 21 Share Posted October 21 I usually reserve TileID 192 and up to be solid tiles only, TileID below to be special tiles to be 1 way pass through tiles or a hazard tiles. You could have half white tiles in this section to make your taxi sink into the tiles further. All the tiles below that would be no collision tile. Quote Link to comment https://forums.atariage.com/topic/374197-reflections-on-collisions/#findComment-5552771 Share on other sites More sharing options...
Lillapojkenpåön Posted October 21 Share Posted October 21 I think you would need to make slope tiles, this is a good tutorial https://www.patreon.com/posts/tutorial-slope-16857707 but instead of lerping between two values just keep all the pixel offsets in different tables for the tiles, it takes a while to figure out how it works and get it right but it can be done Quote Link to comment https://forums.atariage.com/topic/374197-reflections-on-collisions/#findComment-5552830 Share on other sites More sharing options...
Lillapojkenpåön Posted October 23 Share Posted October 23 After trying it I take back my suggestion, It probably can be done that way but it would be a nightmare making tables for all the different directions you can fly into it. Maybe colecovision has some kind of collision/overlap register that can be used instead? bandicam 2024-10-23 21-18-47-829.mp4 Quote Link to comment https://forums.atariage.com/topic/374197-reflections-on-collisions/#findComment-5553768 Share on other sites More sharing options...
+nanochess Posted October 23 Share Posted October 23 There are no hardware collision detections in the video chip. Only a single bit for collisions between any two sprites, and it is barely useful! 1 Quote Link to comment https://forums.atariage.com/topic/374197-reflections-on-collisions/#findComment-5553796 Share on other sites More sharing options...
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