Just out of pure curiosity, I'm wondering how classic 2D games of the 80s/90s (The Legend of Zelda, Super Mario, Warcraft, ...) approached collision detection/resolution. For some reason I can't ...
In U7, you can move among floors without the function "tranport" the player to another place, as for example the first ff ones. How can it tell whenever the character is moving from floor z to ...
I'm developing a top down game in cocos2d and I have collision code that checks collisions between enemies and the player so that they don't go through each other. The code seems to work but the ...
First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking ...
TLDR: I'm looking for an efficient way to detect collisions between irregular/small objects that are not a full tile size (like small cans) and a free-moving character in a 2D game. I'm planning to ...
I'm starting development on a 2D overhead RPG game, and am wondering what the best approach for handling weapon collision and dealing damage to enemies is. I'm currently using a basic ...
I’ve always wanted to create an old-fashionned 2D Role-Playing Game like Star Ocean, Final Fantasy, Sword of Mana and even the “Tales of” series, and I guess a lot of people do. But before even ...