DevLog: Creating a Platformer Pt.3

DAY 7

It had been roughly a week since I’ve had any public updates on this project. I had a busy Halloween weekend and I was also wrapping up some contract work. On top of that, I have been poking at some pixel art. I’d really like to have the freedom to create my own games, both technically AND visually. If I decide to practice pixel art more regularly, I’ll start a log about that too.

ANYWAY, changes since the last post:

1) I decided that I would be needing jump through platforms. There are collision objects that are only collide-able when you fall on top of them from above. Basically, you can jump up through them, then fall back down to land on them.
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DevLog: Creating a Platformer Pt.3

Understanding Collision Basics Pt.2

Yesterday I uploaded PART 1 of ‘Understanding Collision Basics’. In it, I explained how to handle simple collision with flat surfaces and slopes by iterating through single pixel translations.

Sub-Pixel Movement

As a few of you had mentioned, this approach does not support sub-pixel movement. What I mean by sub-pixel movement is that an object with a speed of 5.0, an object with a speed of 5.1, and an object with a speed of 5.9 will all appear to move at the same speed. Depending on the game you are making this may be ok, but I’d like to show you how to remove that crutch.
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Understanding Collision Basics Pt.2

DevLog: Creating a Platformer Pt.2

DAY 1 (Cont.)

I’ve had quite a bit of positive feedback in response to this devlog! I’m super happy about that and would love to post updates ‘somewhat’ daily. I say ‘somewhat’ because I am bound to miss a day here and there, BUT I’d love to make this a regular thing!

I greatly appreciate the shares, retweets, likes, etc!
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DevLog: Creating a Platformer Pt.2

DevLog: Creating a Platformer Pt.1

DAY 1

I would like to work on a project, publicly. I think it would be cool to show off what goes through my mind as I am both programming and designing the “feel” and mechanics that go into a fast-paced, action platformer.

As usual, I am going to be using Game Maker Studio for this project. When creating a new project file, my first steps are to get some placeholder art into the build, asap. I want to be able to test code as it is completed so I quickly make a standard 16×16 pixel block, two 45-degree angle slopes, and a bounding box for the player.
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DevLog: Creating a Platformer Pt.1

Understanding Collision Basics Pt.1

I have been asked time and time again to start doing video tutorials for Game Maker Studio and programming concepts in general. I’m going to start by taking requests for blog posts, and if interest continues, I’ll invest some time into a video series!

Send Me Ideas!

Email me -> zbell91@comcast.net
Ask publicly -> http://ask.fm/ZackBellGames

Collision Basics

I get this question almost every day, so it’s about time that I talk about it. How do I implement slopes of different angles and other more advanced collision features?
Continue reading “Understanding Collision Basics Pt.1”

Understanding Collision Basics Pt.1