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. […]
Monthly Archives: June 2019
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 […]
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 […]