Unfortunately my expedition in search of more efficient collision detection was in vain, as there isn’t really a way to partition the world space in a shorter time than it takes to compare all the objects against eachother (since I have so few). So i’ve had to gut the free movement engine I had written and it has been replaced with a gird-based movement system that I wrote today.
This does have an upside, I should be able to fit more moving sprites in the world with a lot less lag AND maps now get parsed into a collision array from their graphical data in the ROM, so new fancy shaped maps are super easy to make!
Rooms are now a bit smaller (due to another hardware restriction that is gone over in a tiny bit more detail on my tumblr, which is linked from my profile).
I’m lucky enough to have a lot of free time tomorrow to iron out a bug in the engine and then I should be on the final leg of the game jam.
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