philter5 wrote:there is a pixel/grid issue that i can´t get my head around ATM hehe
I see what what you mean. That's why I cheated and created my own layout, and now paying for it with a dodgy GUI.
But your on the right track. Ideas for triggering movement sounds good.
And you mention trigger blocking. That might be all my Osm needs.
I've already declared every grid square as a variable so I can control it. In theory all i have to do is to Block the user control from accessing the variable that the wall is on top off.
But I'm no good with trigger blockers yet, so I might have to come up with another way, that my brain can work with.
trogluddite wrote:I'll have a word with my mate at work - he wrote a pacman and asteroids that run on the little dsPIC processors that we use - maybe he'll be up for sharing some of his experience with the ghost intelligence etc.
Thanks man. Any constructive input is always a good thing.
I've done quite a few 2D games in a program called MMF2, and Philter5's Methods are very much like the proper
versions I saw being created by other people. But there was a lot of complex maths in it, too much for me.
Funny thing is that the use of "Layers" in building 2D games, is really effective.
In SM, a Layer is a module. There's a lot of power there. But I'm not 100% SM will handle it. For eg:
Before this Osm, I had another version,identical, but on a smaller scale grid, and I had 4 Enemies going around.
SM, or my(methods) couldn't handle it. And this only 5 "Active" layers deep. So that's another serious issue.