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(2 edits)

I'm sorry to tell you, but I really doubt that you can fit so many positions in just 84 pixels. Movement is far too smooth to be snapping on a grid, so I would definitely say this is not entirely 84x48. I'm not saying the art isn't applying to the rules. What I'm saying is that the player shouldn't be allowed to be in between two pixels (and trust me it's a nightmare to get it working in unity).

Other than that, it's a great game! Keep up the good work!

(1 edit)

I appreciate the conversation. I just want to make sure that I'm not missing something dumb. I honestly don't think there are any subpixels going on here.

The minimum movement for the ship is 1. In the code it's "x += global.playerSpeed" (which is 1). I've uploaded a video with it changed to key press. You can see the 10x10 ship has 74 positions it can be in. When running at full speed, it looks a lot smoother. If I put the game down at 30 frames a second or 15 frames a second, you can definitely see the locking in place.

Someone let me know if I'm off base here. Thanks!

And here it is running at full speed. Same 74 positions.

(+1)

Sorry, I didn't catch those little steps. That is some really well coded movement, great job!