Currently in my game I handle the logic (collisions, movement) using pixels but I find it very limiting espiecially when thinking about variable speed. For example Box2D requires you to use ...
I'm going slightly around the houses on this one. I originally started a thread over on Stack Overflow about it but then it seemed to diverge into mathematics, with no joy from the SO community over ...
I am in the process of creating a physics platformer. However, I want the player movement to feel very old-school(as in: non-physics like), which means that the character: Should always move equally ...
Basically what I want to do is have a playable character that is able to "walk" on an organic surface at any angle, including sideways and upside-down. By "organic" I mean I want my levels to have ...
In a 2D physics-based platformer game that has ladders in it, how do you determine whether the player moving up is caused by a jump or him climbing a ladder, such that you know what animation to play? ...
I am finishing a very basic 2D racing game with top-down perspective. I can't get the appropriate formulas to make the movement of the cars fun and addictive... Do you have tips on how to achieve that ...