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seen Jul 15 at 16:11

Jul
2
awarded  Yearling
Jul
2
awarded  Yearling
Dec
17
answered Impulsioned jumping
Dec
3
answered Odds For Fighting Game
Nov
13
answered How to avoid circular dependencies between Player and World?
Aug
8
comment 2D Tile Based Particle Collisions
It's tile-based! The tiles already are in a simple grid. You should be able to lookup just the tiles that a given object overlaps based on the world co-ordinates. Object-object collisions are a different matter and need their own broadphase, of course.
Aug
7
awarded  Nice Answer
Aug
7
comment Why four buttons rather than two?
@Jimmy - Not really, the right analog stick is one control mode, the buttons are another. You don't use them simultaneously - you use one or the other, maybe context switching between the modes quickly on the fly in a game. My post was about natural limits for a given control group: handling multiple control groups is a different issue. Simply totalling the number of buttons misses the point.
Aug
7
revised Why four buttons rather than two?
added 423 characters in body
Aug
7
answered Why four buttons rather than two?
Aug
6
answered Structuring various game states and unique levels
Jul
25
comment Player's feeling towards stage selection in a platform game
As in, a total of 30ish stages? Or around 4 stages per world? Any branching strategy is going to be a bit out of place if you don't have enough stages for each stage to be incremental - note that Mario 3D games have 120 objectives, Super Meat Boy has 300. That's a large part of how they work. However, your game's got RPG elements. That adds an extra option: you can factor experience points into level access, allowing access to later levels which isn't predicated on success with earlier ones.
Jul
25
answered Player's feeling towards stage selection in a platform game
Jul
24
answered What's the reason behind collision-boxes?
Jul
18
revised What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)?
added 465 characters in body
Jul
18
awarded  Editor
Jul
18
revised What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)?
added 126 characters in body
Jul
18
answered What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)?
Jul
12
answered Simplified trajectory equation to identify Time Taken(t) by a protectile to travel Distance(d), under gravity?
Jul
2
comment Using 2d collision with 3d objects
Well, then, you can give that enemy a polygon hitbox - that's the sort of thing I'm talking about. Circle-circle, circle-poly and poly-poly are all straightforward to implement, define, and manipulate (for example, if you want your ship to bank as you move left or right, you might implement that hitbox-wise by simply scaling it down along the X-axis). metanetsoftware.com/technique/tutorialA.html is a good tutorial for collision algorithms using these shapes.