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José Pereira

PMs. and Collisions:

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Hello here I am again.

Please see this 4pictures and try to answer my questions in a simply English and simply teoric explanation:

post-6517-125943408407_thumb.png

post-6517-125943410412_thumb.png

post-6517-125943412497_thumb.png

post-6517-125943413512_thumb.png

 

Need this, very much!...

 

Many thanks.

Greetings,

José Pereira.

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1. Don't quite see what you're getting at with that one. See (3)

 

2. Player splits don't have to be the same from one screen to the next. Just different DLI positions and smart coding needed.

 

3. When you split objects you can keep the collision detection independant. Read the collision registers when the split occurs and store to HITCLR, then read the collision registers again at the next split or bottom of screen.

 

4. Yes, apparently priorities can get screwed up in certain circumstances when using missiles as 5th player.

 

My advice - if you're talking LN here, don't even bother about thinking about collisions. Collisions in that game would almost certainly be done by positional calculations.

It might seem complicated but probably isn't. The position of the player's feet, and what animation frame would determine parameters for allowing certain movements as well as calculating hits in a fight.

 

Using hardware collision detection in this game would probably be asking for trouble. Especially due to the iso nature where visual overlap can occur but actual "real world" collisions wouldn't actually be happening.

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