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visits member for 11 months
seen Feb 22 at 15:08
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Dec
24
awarded  Teacher
Dec
22
comment Movement in RPG
I added comments. Hopefully this will be more useful to future visitors.
Dec
22
revised Movement in RPG
I added comments to my code and edited a line or two for the reader's simplicity.
Dec
22
accepted Movement in RPG
Aug
15
asked Game Engine Collision Handler
Aug
6
comment Managing Game States
Does every state have handle its own input, or is that done by the State Manager? For example, if I have HUD that is clickable, like "Pause," but my game involves clicking on tiles to move, how can I be sure that my State Manager will know to pause the game instead of move my player?
Aug
6
accepted Managing Game States
Aug
6
asked Managing Game States
Jul
13
accepted Collision Detection/Map Management in RPG
Jul
12
comment Collision Detection/Map Management in RPG
So lets say that my player's position is something like this: TileX = Grid[GridX][GridY].Tiles[0] and TileY = Grid[GridX][GridY].Tiles[0]. I move left. Should i just say something like: Player.setGrid(Grid[GridX][GridY-1].Tiles[getLargestTile()]?
Jul
11
comment Collision Detection/Map Management in RPG
The way I do things is a combination of both. The player in reality only occupies one tile. However, when you press a directional button, the player's position is incremented over a short period of time to reach the position of the tile.
Jul
11
comment Collision Detection/Map Management in RPG
Chunking is exactly what I'm doing. Is this the best way to do it?/Is this way the only way to do it?
Jul
11
asked Collision Detection/Map Management in RPG
Jul
11
awarded  Supporter
Jul
9
awarded  Editor
Jul
9
revised Movement in RPG
Improved (pretty much) final product
Jul
9
comment Movement in RPG
Hahaha yes I realized that last night thank you.
Jul
9
awarded  Scholar
Jul
9
comment Movement in RPG
Thanks, you helped me figure things out.
Jul
9
answered Movement in RPG