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Pokemon Red reconstructed in SDL2. Mainly for game development and engine testing.
The player must have tile-based movement. Instead of walking freely, they should be locked to a grid. Just as it is in the original Pokemon games.
Using a fixed time step will make updates much more easier to update player positions rather than relying on actual time.
The current method used for tile collision is very inefficient. Any maps that are too big will slow down the game completely. Since I'm now using 8x8 tiles, it means even more tiles are being used per map. Which means there are more tile checks every frame.
Anyone can help me?
Animations should be reset every time a new state has been introduced rather than being updated with the current program time. When using tile-based movement, this can look a little weird and finicky.
Player camera movement is stuttering due to what I believe is an issue with rounding from float to int.
Things like door warps between different maps and map events have to be scripted in some way.
Provide some sort of possible scripting for NPCs. Scripts can include dialogue and different walking patterns.
Map data should include a different tileset based on the environment of the map. Changing tileset data will completely change the look of the map.
There also needs to be a way to sort tiles into separate tilemaps.
The camera movement is wonky with the player right now. It must keep the player centred on the screen unless map boundaries are hit.
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