Not exceed the boundaries of the levels with the foot or part of the foot

Steven1985

Active member
Hi guys, for my game I put parameter z {zmin} {zmax} {BGheight} for every level in levels.txt but on basis to offset of the characters, the latter exceed the limit with the foot or part of the foot. Is it possible to do that any part of the foot does not exceed the limits I have set regardless of where their offset is placed? Thank you in advance.
 
Solution
@Steven1985, this is just a limitation of computer graphics in general. You must understand that sprites and graphics don't physically exist. Computers don't know and don't care what's on the display screen, at least not in human terms. Consequently, there's no feasible way to prevent overlap using only graphical assets. 3D engines have the same problem. In their case it manifests as clipping.

The simple solution is to do what professional developers do. Simply set your collisions and limits up to prevent visual conflicts. In your example, you don't allow the players to walk all the way up to that visible rail. Give your Z boundary a minor buffer away from it. I'd say a min Z of 166 186 should do nicely.

DC

*Edit:*...

Bloodbane

Well-known member
Let me get this right: you have set certain z setting yet your character's feet could still cross over that z limit right?

Can you post screenshot to show your problem?
 

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
@Steven1985, this is just a limitation of computer graphics in general. You must understand that sprites and graphics don't physically exist. Computers don't know and don't care what's on the display screen, at least not in human terms. Consequently, there's no feasible way to prevent overlap using only graphical assets. 3D engines have the same problem. In their case it manifests as clipping.

The simple solution is to do what professional developers do. Simply set your collisions and limits up to prevent visual conflicts. In your example, you don't allow the players to walk all the way up to that visible rail. Give your Z boundary a minor buffer away from it. I'd say a min Z of 166 186 should do nicely.

DC

*Edit:* Fixed the Z value suggestion.
 
Last edited:
Solution

Steven1985

Active member
@Steven1985, this is just a limitation of computer graphics in general. You must understand that sprites and graphics don't physically exist. Computers don't know and don't care what's on the display screen, at least not in human terms. Consequently, there's no feasible way to prevent overlap using only graphical assets. 3D engines have the same problem. In their case it manifests as clipping.

The simple solution is to do what professional developers do. Simply set your collisions and limits up to prevent visual conflicts. In your example, you don't allow the players to walk all the way up to that visible rail. Give your Z boundary a minor buffer away from it. I'd say a min Z of 166 should do nicely.

DC
166 ? Did you mean 186?
 
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