Hi all,
First post from me in this forum. I'd like to code a game like Double Dragon 2 on the NES, using Python / Pygame. I know the original very well and I'd like to adapt most of its gameplay and physics.
The physics are pretty special though in these games,,, it's tile-based and that is fine, but some areas are like
2.5D, other are 2D sideview.
Here are some screenshots for those who don't know the game:
2.5D Area
2.5D "Steps"
2D Area
So the game has mixed areas, even in the same level. Now I thought about how I could handle the physics.
In 3D areas, I thought about storing the ground position of each char and move this position around when walking. For jumping, the char stores an "air" attr. The chars hitrect will go up when jumping according to air, the ground position stays where it is (when jumping straight up). Here are some images for better understanding:
So I would use the groundposition for collision checking (in 2.5D areas). But for 2D areas, the same logic doesn't work anymore (I think?) Does anyone know how they made the collision stuff in this particular game? A tutorial about this, or just a good hint, would be much appreciated!
Thanks in advance and have a crispy day :-)