I've been thinking about how puzzle platformers teach players how to play. I like Super Meat Boy, particularly the way in which it teaches you without noticing you are being taught. It kept me ...
By collectibles, I mean objects that you collect mainly for the sake of collecting them, not to power up. Think coins in Super Mario or bandages in Super Meat Boy. I've seen a few platformers that do ...
Is there any good book or tutorial that explains the physics behind creating a 2D Platformer game? Such as tile rendering, tile map reading, collision detection, camera movement etc.?
I'm doing a 2D platformer but I don't know how they are usually built. The approach I'm looking at is making it tilebased, with ground tiles on bottom row, then platforms on some places in "mid-air" ...