Hello, Alex's ghost! I've been hoping you'd rematerialize.
Andrew On 5/23/06, Alexandre Courbot <[EMAIL PROTECTED]> wrote:
> In general I modeled it after the code that was in 0.3, however I made one > significant change. In 0.3, movement was isolated to tiles, so if you move > a direction you move the complete tile You cannot stop in the middle or > change direction. I thought 0.4 was supposed to have pixel perfect > movement. (So you can move X pixels up and then move right even though you > are in between two tiles). But looking at the documentation now, I'm not > sure where I got that idea from. The question I have is, should I revert > back to the (slightly simpler) 0.3 implementation? Boo, boo, I'm Alex' ghost... Speaking about this, you might want to have a look at the work I did some years ago (before falling into the dark side). In the adonthell-0.3 module, there is a branch called "Road_to_0_4" or something like this. Inside this branch there is a "lmap" module which starts implementing a map engine similar to what you've described. I even submitted a couple of Python demos on the list at that time - you had a little character ripped off a famous SNES video game running, jumping and climbing on things. As far as I remember, I wasn't too unhappy with it. Off topic: now I'm writing my PhD document. I should see the end of the tunnel in a couple of months. Maybe I'll be able to be active on the project again? (I really need some good old C++ development...) Alex. _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel
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