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Monthly Archives: January 2011
Pixel Maps & Generating Levels
When initializing levels, all of the game objects need to be placed on the map. There are many different ways of doing this, but the main goal is to be able to easily translate design to code. Many advanced games … Continue reading
Terrain Maps: A terrible (but awesome) way to make terrain traversal
Early on in my project, I typed up some placeholder code to deal with the player colliding with the terrain. Essentially, it did a check to see if the player was inside of the ground. If he was, keep pushing … Continue reading
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Springs
Springs are a pretty standard object in many 2D platformers, but you may want the spring to act differently depending on the game. Typically, a spring will bounce the object up with the same force as it when it hit … Continue reading
Weekend Update
I’ve worked on a few things this week, most of which is pretty unexciting. Aside from some pretty mundane stuff such as adding walls, I’ve made some additions and improvements. I’ll do a more in depth post on each of … Continue reading
Posted in Weekend Update, coding, design, games
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