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Monthly Archives: June 2019

Let’s fix those platform bugs. How hard can it be?

Last update I identified a few bugs, notably to do with bad collision detection when falling on to (or, uh, through) the platforms. First, the “snapping” bug: Catch that? Let’s look at the frames: Last time I said Reading through the code I’m not sure why that is, but I expect I’ll figure it out. […]

Posted byAndyJune 25, 2019Posted inbugs!Leave a comment on Let’s fix those platform bugs. How hard can it be?

Jumpy 2: Basic Platform Action!

I didn’t intend to return to Jumpy, but apparently it was a fan favourite (_a_ fan, singular). I also don’t explicitly intend to write a platform game, but I fancied iterating on the little, uh, thing so here we are! I imparted a new super power – moving sideways while jumping – in about 10 […]

Posted byAndyJune 13, 2019June 13, 2019Posted ingameletsLeave a comment on Jumpy 2: Basic Platform Action!

Variable speed tracking

Quick one tonight. I’ve been chewing over the thoughts I had last time about stuff on screen needing to do stuff at different speeds and keeping track of it all, so tonight I want to try out a proof of concept throwing things into structs and having each sprite keep track of whether it was […]

Posted byAndyJune 8, 2019June 8, 2019Posted inUncategorizedLeave a comment on Variable speed tracking

Recent Posts

  • New Year, New Repo
  • So I Haven’t (yet) Written a Game Boy Game
  • Building out a “proper” level (aka Why Mario can never go home)
  • Let’s fix those platform bugs. How hard can it be?
  • Jumpy 2: Basic Platform Action!

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