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Why don't my durned goblin do rite? Confounded sprites!

#1 User is offline   Verasev 

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Posted 18 September 2018 - 12:57 PM

I'm using an unbound sprite layered over a normal sprite for my goblin enemy. Doing this messes up the enemy's behavior when the player is to the west of the goblin. Essentially, the goblin treats the situation as if it is blocked by an invisible wall when there isn't one. It doesn't do this when the player is to the east of the goblin. It has something to do with the layered sprites because when i use the normal sprite by itself it works just fine. The unbound sprite shouldn't have a collision box for the normal sprite to collide with. What's going on here? The first N robot controls the goblin.

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#2 User is offline   Graham 

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Posted 01 October 2018 - 09:25 PM

Ok, so the first thing I noticed is that the goblin’s unbound sprite is referenced to 51 and so is a sprite the playerbot robot uses. So they are conflicting. I haven’t had long to look at this but fix that conflict and see if that fixes it.

This post has been edited by Graham: 01 October 2018 - 10:54 PM

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#3 User is offline   Dr Lancer-X 

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Posted 02 October 2018 - 09:38 AM

View PostGraham, on 02 October 2018 - 07:25 AM, said:

Ok, so the first thing I noticed is that the goblin’s unbound sprite is referenced to 51 and so is a sprite the playerbot robot uses. So they are conflicting. I haven’t had long to look at this but fix that conflict and see if that fixes it.

This was exactly the problem.

We actually figured it out on Discord, but verasev never updated this thread :)
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#4 User is offline   Graham 

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Posted 02 October 2018 - 06:20 PM

Lol, I should have guessed that by the fact that no one had answered in so long. I should get on Discord more often but I just can’t seem to get in to using it.

By the way, Verasev, or whoever else checks this, sprite allocation can be tricky to set up in your game but I’ve found the best way is to identify which sprites are set per board and which will stay throughout the game. For example, I keep sprites 0-4 set aside for the level and scenery and 228-255 set aside for the player, fire, explosions, and UI. Everything in between is available to be set on board entry and cleared on board exit. I reference the sprite number to robot number, provided the robot number isn’t 1-4. If it is I set it to robot number + 224. This system works great unless I try to set up more than 224 board unique sprites, which so far has been more sprites then I’ve needed per board.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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