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#olympic-games

pegperegogaucho
It's not something you would expect from an asterix game
pegperegogaucho
Generally Doctormabus' sex dungeon is kind of out of place :LUL:
pegperegogaucho
I believe in the movie he only had a small hobbit cave and not an underground city
lfarhi
In effect 😂
lfarhi
look i'm with my unreachable boyfriend without cheating 😂
pegperegogaucho
🔴
lfarhi
It's too funny to make the game in the wrong order, it does anything with the cutscenes, they overlap each other. :LUL:
lfarhi
However, how come the collisions are so well done? As soon as the player goes out of bounds he is blocked. How did they manage to do that? @adrientd
pegperegogaucho
They only modelled where the player can go, thus they simply made no collision model for oob stuff
lfarhi
Certainly, but as soon as the spell is even a little bit, it is instantly blocked.
pegperegogaucho
Yeah, if there is no collision underneath asterix he cannot move
lfarhi
neither is it exactly that.
adrientd
I believe the game checks, for every movement, if the next/new position of the player has collision underneath it. If it has collision, then the game will replace the position to the new one, but if there is no collision, then the game rejects the new position, and the player stays at the previous/old position. This is one way to prevent the player to get OOB, but this does assume that the old/previous position was above collision. If the new AND old position during movement is OOB, then the game constantly stays at the same old position and you can't move.
lfarhi
Oh that's very ingenious! But when the player is above a chasm he can still cross it despite there being no ground below.
pegperegogaucho
There is, but I believe there is a flag specifying whether the player should fall to his death upon landing on it or something like that
lfarhi
This game is really perfect, but I think it's due to its game engine. They really paid attention to detail, it's amazing!
adrientd
Indeed, the collision system is robust.
lfarhi
All games should do this. It would avoid all possible OOB.
adrientd
Especially how the collision model of the level has a lot of contraints (such as walls having to be vertical, etc.). While it limits what you can do in the collision models, it does force the designer to make simpler collision geometry that can be reliably used for collision without many bugs.
adrientd
Compare to other games that reuse the level geometry for rendering for collision as well, and your game can end up having collision bugs, lots of skips etc...