Showing posts with label tilemap. Show all posts
Showing posts with label tilemap. Show all posts

Tuesday, February 8, 2011

Collision Masking

Work continues on the alpha.  The built-in movement and collision routines with the main tool I'm using to develop FaeSaga in are a bit of a double-edged sword.  On one hand, it allows for rapid prototyping of what the game will sorta feel like when it is complete.  Collision detection can be powerful stuff, as it can handle per-pixel stuff automatically.  On the other hand, fine control of these routines often come with irritating caveats, or aren't available at all.  Therefore, I've spent most of today working on a replacement movement and collision routine for the main character.  (Video after the cut)