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About Blankman

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  1. Specifically with N, they discuss using the separating axis theorem for AABBs, circles, and points. Looking at their game and playing with the editor, it looks like they have triangles as well. What I'm wondering is, how the heck do they get those shapes into their game? It seems you can get an AABB from a sprite in ActionScript, but this is probably a pretty 'gross' shape ... and I don't know how they would derive the more complex collision shapes without sketching them out by hand. Basically I would like to be able to use 2D capsules, circles, rectangles, etc, with objects in my game, and I have the collision code for this working outside of Flash. Converting the code to AS isn't difficult ... I just don't know how to get the actual collision data into my Flash game. Is there some way to draw such shapes (as primitives, so I can construct 2D polygons from the points) in Flash itself?
  2. I'm working on a game for Flash, and I would like to have better collision detection than most Flash games (it seems almost everyone uses hitTest or rendering methods). So I've been reading about various forms of collision detection, specifically concepts as used in N (2D polygon collision). And I'm wondering how people setup the collision for these more advanced systems. I imagine at some point in the data chain you have to draw the enclosing polygons by hand, or determine it algorithmically. The latter seems difficult and error prone, but I don't see any way in Flash to draw, for example, a path around a 2D sprite to represent the collision. This could be done in another tool and then imported into the Flash game. For example I was thinking this could all be done in Photoshop, since Photoshop has the path tools, but then the problem becomes importing objects into Flash in a meaningful way. Has anybody done anything like this? Any suggestions to offer?
  3. Sorry if this seems like a bit of a crass question, but I'm not really familiar with the indie scene. I'm wondering what is the 'best' contest to enter, as far as possibly getting recognition/distribution and prize money. Please understand that I'm not so egotistical to think that I would walk away with grand prize on my first attempt; my concern is that some contests may have exclusivity clauses, and I'd eventually like to submit my game to the one that - even if it means tougher competition - could eventually result in the best outcome for someone struggling to make a living as an indie. Is there a ranking of the contests, or a place where all the known contests are enumerated and explained? It would also be great to hear some war stories from contest veterans. I'd love to know what people have experienced in the process.
  4. Thanks for the replies. After looking at it a while, I think Lumi is basically using what amounts to 2D polygons for their collision (if it had, say, a door, the collision shape would be a rectangle; the ground is a series of connected lines with normals pointing 'up'). But that's just a guess, based on what I've seen in 3D games. I imagine a lot of games that have non-uniform, or just generally more freehand-looking surfaces, don't use tiles, and instead use a 2D poly approach (games like Lumi, Weapon of Choice, etc). It would just be nice if someone confirmed it :-P
  5. Hello, new here, I spent some time looking over the forums to learn a little about how collision in side-scrolling games is done and most of the answers seem to be related to tile-based games. I'm curious what people would recommend for non tile-based games (or games I think aren't tile-based, but I could be wrong). For example, Lum and maybe Newton vs. The Horde (screenshots here, both don't _look_ tile based): You think these are heightmap games? Or that the ground is made up of lines? I'm basically looking for a solution that won't be quite as rigid as tiles, one that will let me have ground that looks more natural, along with moving platforms and doorways and such.