Timeline for Correct order of operations in a platformer game loop
Current License: CC BY-SA 2.5
8 events
when toggle format | what | by | license | comment | |
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Apr 6, 2011 at 2:28 | vote | accept | Tesserex | ||
Apr 3, 2011 at 15:35 | answer | added | Michael Coleman | timeline score: 2 | |
Apr 3, 2011 at 9:02 | answer | added | Robert Massaioli | timeline score: 0 | |
Apr 3, 2011 at 4:50 | comment | added | Tesserex | @Blecki - That may or may not work for me - my system is customizable, so it would be a pretty generic change. Anyway, I'm still interested if anyone knows the "correct" game loop ordering. | |
Apr 3, 2011 at 4:48 | comment | added | Blecki | The way I solved the problem of 'falling after a platform' was to not transition into the falling-state until the player has been out of contact with the floor for at least two frames. The player falls; but the animations don't change so the player doesn't notice. This also handles walking down slopes pretty well. | |
Apr 3, 2011 at 0:08 | history | tweeted | twitter.com/#!/StackGameDev/status/54334515639889920 | ||
Apr 2, 2011 at 22:01 | comment | added | Michael Coleman | I don't fully understand, but since mega man and the platform move together, then maybe it wouldn't be a horrible thing to bind their movement together. (if they move together like one entity, why not program them to be one entity or at least bind them in some fashion?) | |
Apr 2, 2011 at 20:30 | history | asked | Tesserex | CC BY-SA 2.5 |