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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: Nando on September 17, 2012, 08:34:20 AM

Title: The guide to implementing 2d platformers
Post by: Nando on September 17, 2012, 08:34:20 AM
Just started reading this, thought I would share.

http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/

Bonus point to this article for having this


(http://higherorderfun.com/blog/wp-content/uploads/2012/05/Castlevania_Dracula_X_Stairs.png)
Title: Re: The guide to implementing 2d platformers
Post by: RegalSin on September 17, 2012, 04:45:51 PM
THat was actually quite usefull in a reading.
Title: Re: The guide to implementing 2d platformers
Post by: LMS on September 18, 2012, 12:24:19 PM
Really interesting and informative. Thanks for sharing.
Title: Re: The guide to implementing 2d platformers
Post by: kazekirifx on September 18, 2012, 02:37:45 PM
I read all as well. They really make programming a 2D platformer sound simple!
Title: Re: The guide to implementing 2d platformers
Post by: Nando on September 18, 2012, 03:34:04 PM
it was fun reading it from a dev's perspective and he totally answered a question i had with sloping tiles. so nicely broken down.

i wish he would have covered perspective options. thats just a minor thing though.

he does make it sound easy.   
Title: Re: The guide to implementing 2d platformers
Post by: nodtveidt on September 18, 2012, 07:28:54 PM
Platforming isn't too difficult; just a bit of maths. I use subtile collision for Monolith, which is their #2 description. Jungle Bros uses #1.
Title: Re: The guide to implementing 2d platformers
Post by: Nando on September 19, 2012, 03:51:15 AM
On the PCE, the hitbox is a virtual box "layered" on top of the main character sprite?
Title: Re: The guide to implementing 2d platformers
Post by: Arkhan on September 19, 2012, 03:59:55 AM
On the PCE, the hitbox is a virtual box "layered" on top of the main character sprite?

Most games do that.   It's called a bounding box.

I use boxes that are slightly thinner than the sprite so you don't get lame deaths like where your pinky finger pokes a fireball and you die.

I liked reading this.  It was pretty neat. 


The most important part of a platformer is getting the controls right for the jumps.  If you f*ck that up, all your smooth scrolling and flawless collision detection ain't shit because it'll be a pain in the dick to move around.
Title: Re: The guide to implementing 2d platformers
Post by: Nando on September 19, 2012, 04:17:05 AM
On the PCE, the hitbox is a virtual box "layered" on top of the main character sprite?

Most games do that.   It's called a bounding box.

I use boxes that are slightly thinner than the sprite so you don't get lame deaths like where your pinky finger pokes a fireball and you die.

I liked reading this.  It was pretty neat. 


The most important part of a platformer is getting the controls right for the jumps.  If you f*ck that up, all your smooth scrolling and flawless collision detection ain't shit because it'll be a pain in the dick to move around.

With the guys that made Keith Courage knew that.....ZING!
Title: Re: The guide to implementing 2d platformers
Post by: Arkhan on September 19, 2012, 04:21:51 AM
What's wrong with his jumps?

He jumps fine, especially in the MAGIC RAINBOW ROBOT SUIT
Title: Re: The guide to implementing 2d platformers
Post by: Nando on September 19, 2012, 04:24:28 AM
What's wrong with his jumps?

He jumps fine, especially in the MAGIC RAINBOW ROBOT SUIT

His robo landings felt too floaty and slippery to me, but I love me some kitten beating.