Author Topic: The guide to implementing 2d platformers  (Read 524 times)

Nando

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The guide to implementing 2d platformers
« 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



RegalSin

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Re: The guide to implementing 2d platformers
« Reply #1 on: September 17, 2012, 04:45:51 PM »
THat was actually quite usefull in a reading.

LMS

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Re: The guide to implementing 2d platformers
« Reply #2 on: September 18, 2012, 12:24:19 PM »
Really interesting and informative. Thanks for sharing.

kazekirifx

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Re: The guide to implementing 2d platformers
« Reply #3 on: September 18, 2012, 02:37:45 PM »
I read all as well. They really make programming a 2D platformer sound simple!

Nando

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Re: The guide to implementing 2d platformers
« Reply #4 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.   

nodtveidt

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Re: The guide to implementing 2d platformers
« Reply #5 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.

Nando

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Re: The guide to implementing 2d platformers
« Reply #6 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?

Arkhan

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Re: The guide to implementing 2d platformers
« Reply #7 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.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Nando

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Re: The guide to implementing 2d platformers
« Reply #8 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!

Arkhan

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Re: The guide to implementing 2d platformers
« Reply #9 on: September 19, 2012, 04:21:51 AM »
What's wrong with his jumps?

He jumps fine, especially in the MAGIC RAINBOW ROBOT SUIT
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Nando

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Re: The guide to implementing 2d platformers
« Reply #10 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.