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  #41  
Old 07-27-2009, 08:47 AM
Switch Switch is offline
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Quote:
Originally Posted by Angelu View Post
Games which have big images instead of tiles arent using a tile based block detection
and dont have a fix level size like Graal's 64x64 tiles :O

Screen of Tales of Eternia's Debug Mode with the Blue Block Detection Lines (x2) :
omg no thats ttly iso no wai grawl can do it!
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  #42  
Old 07-27-2009, 01:42 PM
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Quote:
Originally Posted by Hiro View Post
gate made sure i tell you guys that this is old work of his, it's nothing recent. it does show how awesome you can make levels using this technique. it's pretty obvious the steps taken here
That's awesome!
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  #43  
Old 07-27-2009, 03:07 PM
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Quote:
Originally Posted by Switch View Post
omg no thats ttly iso no wai grawl can do it!
Can be easily done
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  #44  
Old 07-27-2009, 03:39 PM
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lol Tales of Destiny 2
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  #45  
Old 07-27-2009, 03:44 PM
Pelikano Pelikano is offline
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Quote:
Originally Posted by Elk View Post
Can be easily done
then do it Mr.Icandoeverythingez
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  #46  
Old 07-27-2009, 06:02 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Elk View Post
Can be easily done
Seems like a scripting thing, how are you so sure that can be done? :P
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  #47  
Old 07-27-2009, 06:30 PM
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Quote:
Originally Posted by DustyPorViva View Post
Seems like a scripting thing, how are you so sure that can be done? :P
sounds more like a combination of leveling and scripting. you can make it look similar, placing the correct blocks under the image to give it the correct feel. the scripts will come in placing it all together and making it smooth

reminds me of this image:
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  #48  
Old 07-27-2009, 06:47 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Hiro View Post
sounds more like a combination of leveling and scripting. you can make it look similar, placing the correct blocks under the image to give it the correct feel. the scripts will come in placing it all together and making it smooth

reminds me of this image:
It depends entirely on how you do it, honestly. He was quoting the image, so I figured it was safe to assume he was talking about that specific method. I already posted it'd be quite easy to just make a blocking map of the image and put it in the level, draw it under the rest of the images and have it block.

However, the method in the picture is quite a bit more complicated, even in simplest execution, and even moreso when dealing with an actual movement system to work with it. Only person I've seen script block detection lines and actual intersection detection was Kai. I'm sure there are a few here who could do it, however... but still, it's not as easy as it sounds.
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  #49  
Old 07-27-2009, 09:32 PM
Kamaeru Kamaeru is offline
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  #50  
Old 07-27-2009, 09:40 PM
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The final version had more NPCs and stuff, but I couldn't find it
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  #51  
Old 07-27-2009, 10:07 PM
Pelikano Pelikano is offline
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  #52  
Old 07-27-2009, 10:13 PM
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Quote:
Originally Posted by DustyPorViva View Post
It depends entirely on how you do it, honestly. He was quoting the image, so I figured it was safe to assume he was talking about that specific method. I already posted it'd be quite easy to just make a blocking map of the image and put it in the level, draw it under the rest of the images and have it block.

However, the method in the picture is quite a bit more complicated, even in simplest execution, and even moreso when dealing with an actual movement system to work with it. Only person I've seen script block detection lines and actual intersection detection was Kai. I'm sure there are a few here who could do it, however... but still, it's not as easy as it sounds.
yea, i definitely would not say that it's easy, especially at a non-linear view
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  #53  
Old 07-27-2009, 10:25 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Hiro View Post
yea, i definitely would not say that it's easy, especially at a non-linear view
Well most certainly, if you got a good system developed, the boundaries would probably have an editor of sorts that would allow level makers to simply draw their blocking lines, rather than using some sort of automated system.
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