Complex Terrain

ChumCreatureChumCreature Member Posts: 17
edited September 2014 in Working with GS (PC)

So I'm trying to make a scrolling game, and the terrain is a bit complex. I've spent a few hours trying to figure out how I can make my guy run realistically on the terrain. I'm a total noob when it comes to gamesalad but for other programs I would be able to make this work.

Here's a sample of the terrain:

So I was wondering if I there is a way somehow to make it so when two colors touch, you could trigger a behavior.

(I'm having a hard time describing what I plan to do with this trigger, but I know how I could make it work if I could only find the trigger.

Comments

  • ChumCreatureChumCreature Member Posts: 17

    bump

  • pHghostpHghost London, UKMember Posts: 2,342

    What do you mean by two colors touch? Do you mean per-pixel collisions? That isn't possible in GS. Best way right now (until polygon collisions are introduced) is to create many 'platforms' that will run along the edge of the terrain, to make it 'physical.'

  • ChumCreatureChumCreature Member Posts: 17

    That's what I feared. Thanks anyways. I was considering doing this but not a bunch of tiny dots, I was thinking more like big planks rotated.

  • pHghostpHghost London, UKMember Posts: 2,342

    @ChumCreature said:
    I was thinking more like big planks rotated.

    Exactly, that's the way right now.

    There is a plan to possibly introduce polygon collision shapes in the future -- while it wont be automatic, per-pixel, you will be able to set the outline manually, which is exactly what you would need for something like this. Keep your fingers crossed and it might happen (I really hope it will).

  • ChumCreatureChumCreature Member Posts: 17

    That would be epic. I would be able to crank out maps for my game instead of doing a bunch of planks. Because you have to get it just right or your guy will hit a bump and flip.

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