PCEngineFans.com - The PC Engine and TurboGrafx-16 Community Forum
Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: Nando on September 17, 2012, 08:34:20 AM
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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)
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THat was actually quite usefull in a reading.
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Really interesting and informative. Thanks for sharing.
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I read all as well. They really make programming a 2D platformer sound simple!
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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.
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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.
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On the PCE, the hitbox is a virtual box "layered" on top of the main character sprite?
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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.
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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!
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What's wrong with his jumps?
He jumps fine, especially in the MAGIC RAINBOW ROBOT SUIT
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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.