Note that this suggestion may not be feasible due to memory constraints, but if it can be done, please implement it.
So we've all been there. You go from one screen to the next and boom, now you're stuck in the terrain because of collision data mismatch. My idea is to store, aside of data for current screen, small 1 tile border of collision data from neighbor screens and don't allow for screen transition if neighboring screens have collision tiles in the place player is about to go to.
Again, this may not be feasible due to memory constraints, but if it can be done, it's a good way to save developer from themselves and may also allow for greater freedom (for example tree being on the bottom of a screen, very bottom, and on the next screen there's just grass so dev has a greater freedom in shaping the world since he/she doesn't have to put another tree or a rock just so collision matches.
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