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There are several reasons why this isn't possible with Adrian. The main one is the map design. With free player movement, if I locked it to a grid, how many chars high and wide should the player jump? In Crystian, the map design is tailor-made exactly for the player's movement, and I calculate it precisely with a jump of 1 char up and 2 chars to the sides. Locking Adrian to a grid and executing an automatic 8-pixel movement probably wouldn't be a problem. However, I'm also facing a memory shortage. Since the maps are larger now and have more enemies, all of this requires more memory, which I simply don't have left for additional code :( I might gain enough bytes by removing the code for free movement, but the map design itself is something that fundamentally affects such a change. On top of that, the code for movement, jumping, and climbing in Adrian is handled via acceleration and deceleration tables (movement tables), so it would also require quite a major overhaul of the environment detection routines. I see a lot of issues there :(

I'm really glad that the grid-based movement found its fans, and at the same time, I'm sorry that its implementation in Adrian would require a completely different approach to multiple things.