Cyrus's general-purpose node-based platform engine
Posted on December 24, 2011 at 8:28 AM
A node-based platform engine that I was developing for my Halloween Compo 2011 entry. This example is currently very crude, but hopefully its negative reception and your harsh criticisms will encourage me to develop it to perfection. I will be adding new features and fixing numerous bugs over the next few days, so please stand by and consider that this is not the final form of the engine. And I guess the title is misleading because this engine may not be optimal for games that run at a super-low resolution.
This is part of a series of examples that will make up my Rolling Thunder Engine
that I will use in games like JoAnna the Magical Kitsune
and Kilin's 64brawl
- nearly pixel-perfect collisions
- extremely choppy jump-through platforms
- some basic slope physics
- handle multiple collisions at once to avoid problems such as falling through peaks
- handle collisions with vertical or near-vertical walls in the same way as previous point
Feel free to provide suggestions and feedback on how to fix things. I'll be sure to ask users of this engine to give you credit if your contribution is significant enough (as well as myself, but it's not like I'm gonna murder you if you don't give credit). Just give credit if you need to populate your game's credits reel.
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