Here’s the project I found of it:
https://scratch.mit.edu/projects/919210186/
I’m just like breaking things down with it and comparing
Basically, what they did is instead of combining Y and Z, they just Used Y Entirely, but with some extra checks with the player being either in front or behind the object.
There’s also NPCs that follow the same behavior, but some are specified in certain locations
Which if you’re going for with like more objects on screen, it’s gonna be like extremely laggy and possibly tedious for having to do it with not just the player, but with all the other NPCs/Objects. Which isn’t too much of an issue cuz it’s meant just for smaller stuff projects, and it’s on Scratch
Comparing with the way I did it, despite it being a LOT more difficult to figure out, it does have more than one sorts, but the other 2 sorts are dedicated to a single sprite
But it does somehow manage to do a lot better with more than one object on the screen with both solid and flat sprites (even though the obvious is that it can’t handle too much sprites on the screen or it will be a nightmare, which pretty much goes for any game, that’s why graphic options exist for most but it’s my laptop so-)
Yeah, the way I also did it it’s easier to modify, being with the points that it’s checking relative to the sprite
But ye, just wanted to compare with the stuff
1 comment