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Messages - Dark One

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General / Re: Several questions for a top-down/platformer hybrid.
« on: April 20, 2019, 01:04:38 am »
Thank you for your response! It's hard to discuss specific code issues when the project is still a vague idea.

I want tile-map collision detection on top-down levels and make use of physics and more advanced collision in side-scrolling levels. I had troubles with tile-map collisions and vertex arrays in one of my earlier projects.

I also thought about using triangles for destructible terrain. Vertex arrays may prove useful for graphic representation of the terrain.

I meant transitions between the top-down and side-scrolling levels. A fade-out effect would suit my needs, or maybe a mix of pixelation and fade-out. I will definitely give shaders a try!

I'll use this thread later on for any implementation specific questions that I may have later on.

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General / Several questions for a top-down/platformer hybrid.
« on: April 19, 2019, 05:17:04 pm »
Greetings!

I am new to this forum, but not new to game development in general. It's not my first attempt at an SFML project, though it's my first serious attempt at a 2D game. I usually work with 3D game engines and currently I'm developing a project on id Tech 4, but I also want to work on something else alongside it.

To the point. The project is going to be a 2D exploration and survival game using procedurally generated top/down tilemap based levels for overworld and side-scrolling for combat and location exploration. I'm going to recycle some gameplay code from a text based roguelike I coded last year.

I wanted to ask about:
  • Collisions for both top-down and side-scrolling parts. Should I use Box2D to make it easier?
  • Is Box2D robust for 2d physics?
  • The side-scrolling part will allow player to destroy the terrain to some extent. I thought about the traditional split into destructible squares. What's the best way to implement this?
  • What's the best way to handle transitions between the views smoothly?

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