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seen Jul 24 at 15:17

Feb
23
accepted Creating pixel art / animation with flash
Feb
22
comment Creating pixel art / animation with flash
I agree with you and I was a bit shocked when he told me he was doing everything in flash. The problem is that I don't know the workflow people using flash follows for this. This is why I was asking for someone with experience with it to let me digest my pal information. But I'm pretty sure he told me he was doing all the work inside flash.
Feb
22
asked Creating pixel art / animation with flash
Feb
1
accepted Collision detection between a bunch of AABB
Feb
1
comment Collision detection between a bunch of AABB
Sorry, I forgot to accept it. It is done now.
Feb
1
comment Collision detection between a bunch of AABB
Seems I have to try this, and it could work. Thanks.
Jan
31
comment Collision detection between a bunch of AABB
But wouldn't the problem I stated still exist? Or are you expecting that applying this forces over time bodies will be fully separated?.
Jan
31
revised Collision detection between a bunch of AABB
added 78 characters in body
Jan
31
asked Collision detection between a bunch of AABB
Jan
22
awarded  Popular Question
Jan
17
comment 2D character controller in unity (trying to get old-school platformers back)
First thing I don't like is that it is slow relative to usual rigid bodies with some ray cast. Knowing how to achieve it, I think I could do a more lightweight controller. Another problem is that being a capsule/sphere odd behaviour at platform edges (it can be solved with some more ray casts). This is why I want to roll my own.
Jan
17
comment 2D character controller in unity (trying to get old-school platformers back)
Sorry for not commenting I knw there's a Character Controller in unity and that I have used it several times, but I don't like how it behaves. It is more suited for just FPS not a platform game where motion mechanics are one of the most importnat things.
Jan
16
comment Good 2D Platformer Physics
I know this is a pretty old answer but I have some questions on this. 1) How do you solve the "keep same speed whatever terrain slope you are on?" 2) If you're using a little circle for feet and a bigger circle for body, wouldn't the player get hung on edges some times? I'm really interested in your aproach.
Jan
14
comment How would you design components for an entity like this?
@James, thanks a lot for the link. Gonna have a lookt at it.
Jan
13
revised 2D character controller in unity (trying to get old-school platformers back)
added 170 characters in body
Jan
13
asked 2D character controller in unity (trying to get old-school platformers back)
Jan
13
accepted How would you design components for an entity like this?
Jan
13
comment How would you design components for an entity like this?
Nice explanation. Anyway, I thikn I'm going to move to a more less general aproach and use this game as the transition to the real component system. Sometimes trying to do all 100% best at first is not possible.
Jan
12
comment How would you design components for an entity like this?
So, would you agree that if I have a soldier brain with its rules and I know it will walk, jump, shoot, etc... force the gameobject to have the components to accomplish this task, in this example MoveObject and Weapon Object is not a bad idea? I was searching for a system where you could plug out/in components without depending on the existence of others but it seems a really pretty dificult task and a little utopy. I will split funcionality between components but will let them to resolve dependencies and cache them. Not a great system but it should work.
Jan
12
comment How would you design components for an entity like this?
The problem here is the coupling.For example, I will have to code a brain that knows if it will contained in an entity that has a "frozen property" component. Because if it is notified with a move action it musn't generate a "Move Left" event for the entity. The way I can solve this is having chained components, setting the restrictions at the head of the chain to avoid the action be notified if the filter is not passed (The frozen component is a filter here if a movement action is notified). Well, perhaps I'm doing overenginiering here but it is such a difficult subject :/.