Author Topic: Game Design Megathread  (Read 557875 times)


Densitron information because it's been a while.
Talk about a flashy cutscene. I also added a tileset for heavy mode, which is basically everything with inverted colors (don't worry about those black boxes that don't change, I'm going to make a replacement soon. Also, windows.


Also I can't really find a way to shorten the sprite without changing the design too drastically (big head!)
« Last Edit: September 20, 2014, 07:41:12 PM by Zanaran2 »


that walking tho. looks like he is using his toes to crawl standing up lol

that walking tho. looks like he is using his toes to crawl standing up lol
Yeah I can't walk cycle for stuff lol. To me it looks like a ridiculous high step march using the calves only.

Decided to try something different to generate a planet. Instead of deforming a sphere I piece together tiles to form a cube, which is then transformed into a sphere.



No idea what to do with it once it works as intended.

ok i give up on the collisions i think im just dumb about it
i have the map (loader.load("assets/mapOverworld1.tmx") stored in map["overworld1"] how the forget do i specify the layer and coordinants to check if a tile is in the collisions layer???
i think im just gonna work on some kind of platformer instad

platformers require collision too

« Last Edit: September 21, 2014, 01:07:24 PM by Zanaran2 »


actually im pretty sure making a platformer would be harder on your case since you'd have to work on collision AND gravity

thank you captain obvious
hey man he said he gave up on collision im just telling him hes gonna have to try again if he wants a platformer lol

actually im pretty sure making a platformer would be harder on your case since you'd have to work on collision AND gravity
if ply:isOnGround() == false then ply.y = ply.y - intGravity * dt
that is the extremely basic calculation, isOnGround would take to account if the player is on any type of ground (platform)

The :isOnGround() calculation is the problem, and that resolution won't even work. You have to account for walking into an object from all sides, and you have to resolve the collision correctly, depending on which side they've walked on. If you don't do it correctly, there are a number of things that can go wrong, such as, the player 'teleporting' to the top of the block when walking into it, getting stuck inside the block, being slightly inside of a block instead of standing on top of it, and so on. Top-down collision is hella easier, trust me.

Collision in general is a bitch, though. Which is why I recommend you just let a library do it for you.

actually im pretty sure making a platformer would be harder on your case since you'd have to work on collision AND gravity
well gravity isnt too hard to deal with. it sounds a lot easier than collision

Realistically, gravity is really just the player constantly moving down at a steadily increasing rate.