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PCE-FX Homebrew Development => Localizations, Games, Apps, Docs => Topic started by: Nando on 09/17/2012, 03:34 PM

Title: The guide to implementing 2d platformers
Post by: Nando on 09/17/2012, 03:34 PM
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

(https://web.archive.org/web/20120524171946im_/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 09/17/2012, 11:45 PM
THat was actually quite usefull in a reading.
Title: Re: The guide to implementing 2d platformers
Post by: LMS on 09/18/2012, 07:24 PM
Really interesting and informative. Thanks for sharing.
Title: Re: The guide to implementing 2d platformers
Post by: kazekirifx on 09/18/2012, 09:37 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 09/18/2012, 10:34 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: OldRover on 09/19/2012, 02:28 AM
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 09/19/2012, 10:51 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 Asylum on 09/19/2012, 10:59 AM
Quote from: Nando on 09/19/2012, 10:51 AMOn 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 fuck 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 09/19/2012, 11:17 AM
Quote from: guest on 09/19/2012, 10:59 AM
Quote from: Nando on 09/19/2012, 10:51 AMOn 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 fuck 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 Asylum on 09/19/2012, 11:21 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 09/19/2012, 11:24 AM
Quote from: guest on 09/19/2012, 11:21 AMWhat'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.