From: John Joyce Date: 2007-09-01T10:24:23+09:00 Subject: Re: rubygame On Aug 31, 2007, at 12:13 PM, Bill Kelly wrote: > > From: "John Joyce" >> >> Thanks Bill, >> That clears up a lot. You do games for a living or something? > > Used to. Amiga / Atari / SEGA / Playstation stuff. > Excellent. Hard to believe you never saw Zelda in action though! Movement is similar to any tank game. Slightly better than your average RPG from that era. Movement is not confined to a grid of the tiles, only constrained by Objects you can't move over. > OK. Keep in mind that the acceleration shown in the tutorial > is not part of Gosu at all. I.e. there's no magic going on > behind the scenes. The few lines of code in that Player class > are doing all the work, and you could substitute that code with > anything you wanted. > > What they're doing there would give a very Asteroids-like > movement behavior. Yeah, first thing you notice on firing up the demo is 'asteroids'-ish movement, but more of a pacman collecting goal. > > Anyway, for a Zelda game, an acceleration + velocity model > is probably not an ideal fit (however, I've never seen Zelda > in action, so I don't know what the player movement looks > like.) > > I'd think you could dispense with the velocity vector and > simply increment the position by a constant, depending on > which of the "north, south, east, or west" movement buttons > is pressed. > Any example of how that would go, roughly? (pseudo code is ok too) Like I said, this is all new to me. Any advice on where to find 2D game algorithms/design patterns?