Search found 53 matches
- Sun Apr 30, 2017 7:23 pm
- Forum: General Development
- Topic: Best Way to use a sprite sheet
- Replies: -1
- Views: 4225
Best Way to use a sprite sheet
For the most part my game doesn't use sprite sheets for animation but I have sprite sheets for all the critters in the game. So I have the sheet with a grid of sprites: it might look like this: 1: Orc 2: Knight 3: Griffon ... Do you just have to make a CSV file and load all that in I've been making ...
- Sat Apr 29, 2017 5:26 pm
- Forum: Resources
- Topic: Good Server side map maker
- Replies: -1
- Views: 3590
Re: Good Server side map maker
I like how your logic detects edges. I was thinking about doing something like that because in tiled I have to do crazy overlapping layers to paint it right because of how my tiles are. -- EDIT -- Oh I saw the extra tiles so I'm not sure if you're detecting junctions between two types of tiles or no...
- Sat Apr 29, 2017 6:32 am
- Forum: Resources
- Topic: Good Server side map maker
- Replies: -1
- Views: 3590
Good Server side map maker
I am ready to add a map to my MMO server it will serve the data of the tiles to my client in small sets. Is there software that is really easy to use for generating and hooking a csv or some tilemap that is mostly raw data into phaser? I saw tiled and I'm looking at that and I have no idea what obje...
- Fri Apr 28, 2017 8:40 pm
- Forum: Coding
- Topic: best approach to blocked tiles due to not seeing them.
- Replies: -1
- Views: 3522
Re: best approach to blocked tiles due to not seeing them.
49 arrays of 49 but they are all binary either you see the tile or you don't. So I bet that's a few KB of memory that can be saved once and used for hundreds of mobs in the game.
It just feels a little ham-fisted to code it that way.
It just feels a little ham-fisted to code it that way.
- Fri Apr 28, 2017 3:35 pm
- Forum: Coding
- Topic: best approach to blocked tiles due to not seeing them.
- Replies: -1
- Views: 3522
best approach to blocked tiles due to not seeing them.
So this isn't a coding question per se but as far as coding goes it's just asking what's best. I have my game with a 7x7 grid so fairly easy for modern servers to handle 49 1's and 0s in an array If youre in the game and a wall is north of you the tiles north of that wall will not be visible. I've w...
- Fri Apr 28, 2017 3:26 pm
- Forum: Coding
- Topic: A* Pathing Algorythm
- Replies: -1
- Views: 3965
Re: A* Pathing Algorythm
I've never heard of type script before I was a computer science dropout and went into IT instead.
The logic of your code is easy to follow though. I wish I would have asked for help yesterday when I was pulling my hair out but I always feel like a heel asking for help with code.
The logic of your code is easy to follow though. I wish I would have asked for help yesterday when I was pulling my hair out but I always feel like a heel asking for help with code.
- Fri Apr 28, 2017 3:25 pm
- Forum: Coding
- Topic: A* Pathing Algorythm
- Replies: -1
- Views: 3965
Re: A* Pathing Algorythm
Here is the code with collision detection implemented. The 7x7 grid is hard coded in but anyone could change the 49 and 7s to their own numbers or add some variables to pass into those values. It also throws an example of a wall in your way function pathTo(start, goal, collisionMap){ var createPath ...
- Fri Apr 28, 2017 2:31 pm
- Forum: Coding
- Topic: A* Pathing Algorythm
- Replies: -1
- Views: 3965
Re: A* Pathing Algorythm
that's good to know I hadn't thought of how I'm going to implement obstacles. I could either write it to prefer certain tiles or always avoid some. For example a shark no matter what the situation is should always avoid land (unless it's in a tornado) :D However an orc might prefer not to stand in f...
- Fri Apr 28, 2017 7:11 am
- Forum: Coding
- Topic: A* Pathing Algorythm
- Replies: -1
- Views: 3965
A* Pathing Algorythm
I couldn't find a decent pathing algorythm on the internet the last time I wrote one it took me days I don't know if it's just the way I think or if I'm dyslexic or what. But I have the code I figured I would share it and also I'm probably going to improve it a bit and make it a little more flexible...
- Wed Apr 26, 2017 1:49 pm
- Forum: General Development
- Topic: Picking up an MMO project from years ago
- Replies: -1
- Views: 1510
Re: Picking up an MMO project from years ago
scratch the last question. I think I'm figuring out things the phaser website is really great I think I agree and I'm dropping impact for this.
I'm really stoked to be picking up a project for me this is kind of a bucket list thing.
I'm really stoked to be picking up a project for me this is kind of a bucket list thing.