Tagged Questions
-1
votes
1answer
214 views
How was traditional 2D collision detection/resolution being done? [closed]
Just out of pure curiosity, I'm wondering how classic 2D games of the 80s/90s (The Legend of Zelda, Super Mario, Warcraft, ...) approached collision detection/resolution.
For some reason I can't ...
3
votes
2answers
256 views
How Does Ultima 7 manage different floors in 2d
In U7, you can move among floors without the function "tranport" the player to another place, as for example the first ff ones.
How can it tell whenever the character is moving from floor z to ...
1
vote
0answers
152 views
iOS cocos2d - sprite gets stuck in collision detection
I'm developing a top down game in cocos2d and I have collision code that checks collisions between enemies and the player so that they don't go through each other. The code seems to work but the ...
2
votes
1answer
561 views
Collision Detection for a 2D RPG
First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking ...
2
votes
2answers
1k views
Designing Collision Detection for 2D Rectangular Adventure/RPG
TLDR: I'm looking for an efficient way to detect collisions between irregular/small objects that are not a full tile size (like small cans) and a free-moving character in a 2D game.
I'm planning to ...
5
votes
2answers
606 views
Checking for Weapon Collision in a 2D overhead RPG game
I'm starting development on a 2D overhead RPG game, and am wondering what the best approach for handling weapon collision and dealing damage to enemies is.
I'm currently using a basic ...
8
votes
1answer
2k views
How to create a realistic 2D Role-Playing game collision detection?
I’ve always wanted to create an old-fashionned 2D Role-Playing Game like Star Ocean, Final Fantasy, Sword of Mana and even the “Tales of” series, and I guess a lot of people do. But before even ...