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joe.plain

6
Posts
A member registered May 20, 2021

Recent community posts

Thank you very much for your answer. Looks like it doesn't make much difference but I will keep it in the player as is more simple that way and perhaps runs a bit faster.

Hello again Peter
I noticed that in this engine o_enemy_parent checks for collision with the player and run "process_enemy_attack()" while in the Udemy course Castle Raider it's the opposite, player checks for a collision with the enemy. I googled to see what is better and usually answer is that it's better if player checks for the collision.

I wonder what would you recommend?

I'm sorry, problem was with my modified collision code.
It works fine if I comment out this line:

if tilemap_get_at_pixel(global.map, bbox_left, bbox_top - 1) == VOID y -= 1;   

Perhaps I had the problem because I don't use decimals.
I modified the collision code so it works nice without decimals so I get smooth movement.

Wow, that was quick. Thank you very much. I wouldn't come up with a solution in a week :)
Works great but, there is a small bug, if we clip the corner jump is one pixel higher then if we don't clip the corner.

Hello Peter
There is a small problem with corner correcting. If you jump and hit the corner, jump shortens as it uses previous frame's vsp.
In Mario games, player just gets corrected around the corner and it doesn't shorten the jump height.
Do you have any idea how to get around that?
I tried to make _vsp_previous the same as jump_height, but then it is too high because we normally use gravity to slow down the vsp.

Thank you for the update Mr. Morgan! :)