Lead programmer for DeathCount Games.
Currently working on Speck.
Author of 'GameMaker Essentials'.
Primarily work in, you guessed it, Game Maker!
My games and socials:
https://nathanauckett.github.io/nate-tree/
Alas I'm not the game designer, and the designer wants them 😅
If interested in the first part: I use two sets of h/v speeds: original + ground.
Original spd takes input accel/decel
Ground spd = the colliding ground's speed.
Final player speed = original + ground speed.
Alas I'm not the game designer, and the designer wants them 😅
If interested in the first part: I use two sets of h/v speeds: original + ground.
Original spd takes input accel/decel
Ground spd = the colliding ground's speed.
Final player speed = original + ground speed.
Within the player or wherever you're doing your collision check with the enemy, simply do:
if (!enemy.dead){
damage();
}
Within the player or wherever you're doing your collision check with the enemy, simply do:
if (!enemy.dead){
damage();
}
But it was riddled with edge cases, literally. Undesirable snapping on ledges, ect.
Its difficult to reliably determine the slope of an object in real time in #gamemaker
More work needed.
#gamedev #indiedev
But it was riddled with edge cases, literally. Undesirable snapping on ledges, ect.
Its difficult to reliably determine the slope of an object in real time in #gamemaker
More work needed.
#gamedev #indiedev
manual.gamemaker.io/beta/en/Game...
manual.gamemaker.io/beta/en/Game...
info.sonicretro.org/Sonic_Physic...
An amazing resource detailing how #Sonic works!
From that I started using "sensors" to collide with the ground.
This is where things started to come together! 😍
Not the end of the journey though...
#gamedev #indiedev #gamemaker
info.sonicretro.org/Sonic_Physic...
An amazing resource detailing how #Sonic works!
From that I started using "sensors" to collide with the ground.
This is where things started to come together! 😍
Not the end of the journey though...
#gamedev #indiedev #gamemaker
Aiming for precise collisions & using ray casts to determine slope directions.
I also made a 4 state character controller.
One grounded state per cardinal direction.
Once again this method wasn't "it".
#gamedev #indiedev #gamemaker #screenshotsaturday
Aiming for precise collisions & using ray casts to determine slope directions.
I also made a 4 state character controller.
One grounded state per cardinal direction.
Once again this method wasn't "it".
#gamedev #indiedev #gamemaker #screenshotsaturday
I'd never made rolling physics before this so I figured why not first try just using box2D physics?
We did not stick with this method as it lacked enough control.
Tweaking the physics properties and forces was too painful.
#screenshotsaturday #gamedev #indiedev
I'd never made rolling physics before this so I figured why not first try just using box2D physics?
We did not stick with this method as it lacked enough control.
Tweaking the physics properties and forces was too painful.
#screenshotsaturday #gamedev #indiedev
I'm not the first person to try and tackle pixel art scaling and I'm sure I wont be the last. ❤️
#gamedev #indiedev #GameMaker #pixelart
I'm not the first person to try and tackle pixel art scaling and I'm sure I wont be the last. ❤️
#gamedev #indiedev #GameMaker #pixelart
Here's the full shot where you can't see the pixels as close.
I've been staring at this stuff all day but it looks sharp to me!
😅
Here's the full shot where you can't see the pixels as close.
I've been staring at this stuff all day but it looks sharp to me!
😅
You might think it just looks like bilinear, so the third image is bilinear interpolation🙂
Image order: Nearest Neighbor > Shader > Blinear
You might think it just looks like bilinear, so the third image is bilinear interpolation🙂
Image order: Nearest Neighbor > Shader > Blinear