143 reputation
6
bio website ilijatovilo.ch
location Bern, Switzerland
age 20
visits member for 1 year, 11 months
seen Sep 29 at 7:58

I'm a Swiss developer, developer of Nimblify.
Just a guy who enjoys programming.

https://github.com/iluuu1994
http://www.ilijatovilo.ch


Nov
19
comment What programming language was Super Mario Bros. written in?
@Lohoris I just logged in to up-vote that comment. And to my surprise, I already did
Jul
14
comment License for a Breakout
@Byte56 Yes, this was helpful as well! Thanks
Jul
13
comment License for a Breakout
@Evan Thanks for the link, it helps! I don't want to get in trouble, I think I'll rather let it be.
Jul
3
comment Determining which edge a collision occurred on in a platformer
Thanks! It's done, actually. Turned out pretty great! We now decided to make our own one, because of that. Anyway, thank you!
Jul
3
comment Determining which edge a collision occurred on in a platformer
Sorry for not coming back to you, I completely forgot. this fixed my issue
May
21
comment Determining which edge a collision occurred on in a platformer
The physics are really easy. Every game object has a velocity, and the gravity adds a bit y velocity every update. Then, the object is moved by its velocity. Then, all the collisions are being resolved.
May
21
comment Determining which edge a collision occurred on in a platformer
I guess that could mostly solve my problem. Our physics constantly apply a force of gravity to all objects. This is why the y and x collision could, when walking, occur at the same time, which could cause the exact same problem. I'll have to try it out to make sure. Thanks so far!
May
21
comment Determining which edge a collision occurred on in a platformer
I had a quick look and this might help. I'll try it out tonight. Thanks!
May
21
comment Determining which edge a collision occurred on in a platformer
@RichardTingle Unfortunately not, because it can be destroyed with a Koopa-Armor...
May
21
comment Determining which edge a collision occurred on in a platformer
@RichardTingle Thanks, I'll change the sprites before making it Open Source
Feb
3
comment TiledMaps and real objects
@LucasTulio Ok, thanks anyway!
Feb
3
comment TiledMaps and real objects
Haha we have some communication issues. Ok, I add an object-layer and add objects to it. Those hold properties for the position, and the class-type. Correct? Then, at run-time, it'd have to somehow loop though these object-plceholders so I can create the real objects and add them to the map. Or is this not correct?
Feb
3
comment TiledMaps and real objects
I mean gameplay objects like star, coin... So I have to loop though the whole map, even if for example only 1 object is added to the map?
Feb
3
comment TiledMaps and real objects
@LucasTulio Sorry if I was unclear. I understand how to create a new layer, but I'm not sure how to create and loop though the objects.
Feb
3
comment TiledMaps and real objects
Yes I understand, but how do I loop though the objects? I also saw that you can give them properties, there I could set the entity.
Jan
25
comment Saving data in games?
Thanks! I wasn't going too.
Jan
24
comment Saving data in games?
I'll award you a bounty as soon as i can :D TLOZ ftw!
Jan
24
comment Saving data in games?
You are insane! :D thanks a lot!
Jan
23
comment Saving data in games?
@Byte56 Ok thanks, I'll take a look at it.
Jan
23
comment Saving data in games?
Thanks a lot for your answer! Sounds promising!