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Sprites and Tiles


Serguei2

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I use software solution.

For top down RPG style.  I poll the name table.  So the code is...

 


if(joypad_1&UP){playerp=2*16;
if (walk==0){walk=15;}

y=(playery+8)/8;
x=(playerx+8)/8;
TileID = get_char(x,y);
if(TileID>=192){playery--;}
}


if(joypad_1&RIGHT){playerp=1*16;
if (walk==0){walk=15;}
y=(playery+12)/8;
x=(playerx+12)/8;
TileID = get_char(x,y);
if(TileID>=192){playerx++;}
}

if(joypad_1&DOWN){playerp=0*16;
if (walk==0){walk=15;}
y=(playery+16)/8;
x=(playerx+8)/8;
TileID = get_char(x,y);
if(TileID>=192){playery++;}
}
if(joypad_1&LEFT){playerp=3*16;
if (walk==0){walk=15;}
y=(playery+12)/8;
x=(playerx+4)/8;
TileID = get_char(x,y);
if(TileID>=192){playerx--;}
}

"TileID>=192" are the tiles that are impassable.  If you're using ICVGM.  The last 1/4 tiles are solid. 

This would be your character's center,
 

y=(playery+12)/8;
x=(playerx+8)/8;
TileID = get_char(x,y);

If you want to have a hazardous tiles like lava or spikes,  You can do, if(TileID==191){OuchySpike();}. 

 

Keep in mind if you're going below the screen, it'll pick up the sprite table data and act on it. So adding if restriction is recommended. 

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2 hours ago, Serguei2 said:

Thanks Kiwi. It works.

 

I noted "if (walk==0){walk=15;}" was not necessary. 

 

I remove them from the code and the program still works.

Yeah, that code wasn't necessary.  I pulled it out from my New Years Beach Clean Up game since it is a top down game like the Venture type game you're making.  It is to reset the walk countdown to change the sprite image to his hopping walk state to his standing state. 

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