Timeline for Implementing tile-based movement on 2D platformer
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 25, 2021 at 2:23 | comment | added | Tom Dalling | @VittorioRomeo I had a look on my YouTube channel and I can't find it, so I think the video is lost to the sands of time now. | |
| Apr 20, 2021 at 12:46 | comment | added | Vittorio Romeo | @TomDalling: any chance you could restore the video? | |
| Mar 24, 2013 at 16:49 | vote | accept | Vexille | ||
| Mar 24, 2013 at 16:39 | comment | added | Vexille | Very nice solution. I've actually asked around about this and I got a different solution from someone at TIGSource. I'll post it as an answer here too, might be helpful too. | |
| Mar 21, 2013 at 12:41 | comment | added | HumanCatfood | I see, thank you! I don't understand why this isn't getting more upvotes :-) | |
| Mar 21, 2013 at 0:19 | comment | added | Tom Dalling | @Jan I didn't get as far as collision, but I would probably do per-pixel collision using the alpha channel in the animations. | |
| Mar 20, 2013 at 10:30 | comment | added | HumanCatfood | +1, this is fantastic, thank you! Clearest explanation I've seen so far! How would you handle collision with another moving object (Goomba, bullet, etc) here? Do you have a per-pixel collision mask for each animation or does it simply not happen in your game and if it would, you'd use a different approach? | |
| Mar 20, 2013 at 2:27 | history | answered | Tom Dalling | CC BY-SA 3.0 |