A thanks to everyone that actively participated in this whole project!
The fourth article in the tile-engine series! Today we'll discuss collision detection and player animation. We'll do the walking-animation first, because it requires quite some change in our core functions.
Hi, and welcome to article 5! Today we'll discuss events; events are scripts that are executed at a certain moment, for example when the character activates a secret door. Scripts are a vital part in any engine because they allow interaction with the player.
In this article we'll implement models (sprites). This'll put a seperation between the player mechanics and the sprite on the screen. This also makes it way easier to implement NPC's (which I'll cover in the next article article #8, I promise!).
In this article I'll cover NPC (Non-Player Character) basics, as well as some changes in the engine's core functions. In the end we'll be able to load NPC's into the engine and draw them on the screen.