Started by winkio, April 21, 2010, 03:40:33 am
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
Quote from: winkio on April 23, 2010, 09:30:53 ampixel perfect collision is not needed unless you have pixel perfect movement. If everything is aligned to a grid, then that grid will be the smallest unit of event/enemy size for collisions. For example, if you have PIXEL_MOVEMENT_RATE of 1 (meaning you used 16x16 squares), then you could define an enemy size that was 5x3 squares (80x48 px).
QuoteBut what about enemies that aren't rectangular?
Quote from: Blizzard on April 23, 2010, 09:55:22 amIf you want non-rectangular enemies, don't use RMXP. It's that simple.
Quote from: winkio on April 23, 2010, 09:50:29 amQuoteBut what about enemies that aren't rectangular?no. Don't want to have to deal with rotation of wonky hitboxes. And you are using a rectangular graphic for your enemies, so your enemies should be able to be represented by a rectangle.
Quote from: winkio on April 23, 2010, 11:32:02 pmseems reasonable. Also, I added a remake of the ammo system, because it's kinda awkward as it now stands.