Yes, certainly a good start.
As Chris says, animation needs sorting - I'm sure you can develop some hacky way to fix it
I have tried making a couple of my own collision code's but it has not worked out. The only reason I'm coding my own is because of those terrible buggy collision maps. There may also be some bugs, so let me know.
Collision Maps are a waste of memory and I really wouldn't recommend using them. The way to do it now is to plot invisible wall objects or even visible blocks like I do in my maze game. In this game, for the moving enemies, they even used the wall objects to recursively bounce - no extra objects needed and levels could be designed so easily: just plot blocks, enemies and the player - all worked. Wonderful.
Look at the maze example. I use 'Object_Under_V_Line' and I don't know how I managed without it. You can use this code for the different objects in the room, with a 'CanMove' variable for each event. Such that this pseudo-code:
- Code: Select all
Declare CanMove - true
If Object_Under_V_Line "House", Set CanMove to false
If Object_Under_V_Line "Rock", Set CanMove to false
If Object_Under_V_Line "Shop", Set CanMove to false
If CanMove, Increase X
I don't like the way the collison system at the moment pushes you around if you hit an object. If I move upwards to a wall, it will make me move right against this boundary.
I'm attaching the maze DSGM so you can check this out on the spot, even though it's a DSGM example. It's not complete, but the engine is certainly brilliantly simple.