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2D refers to two dimensional space where coordinates are represented with X and Y values.

11 votes

What are some good resources for creating a game engine in XNA?

What you need to do is actually start writing your game! You don't need more resources. It's time to start producing - learn by getting your hands dirty. Write the lightest-weight engine you can. If y …
doppelgreener's user avatar
8 votes
Accepted

"Time Control" in a 2d Platformer

EDIT: Please see @Bluescrn's answer to this question; he elaborates on weaknesses in replaying controls rather than movement vectors or position. -- You're on the right track. Here's the approach I'd …
doppelgreener's user avatar
17 votes
Accepted

How do I find the intersections between colliding circles?

First we'll calculate \$a\$: $$ \tag{3} a = \frac{r_0^2 - r_1^2 + d^2}{2d} $$ Then \$h\$: $$ \tag{4} \begin{array}{rl} \text{given} & a^2 + h^2 = r_0^2, \\ \text{then} & h^2 = r_0^2 - a^2 \\ \text{therefore … alpha = Vector2(alpha_x, alpha_y) # equation 9 beta_x = P2.x - h * (P1.y - P0.y) / d beta_y = P2.y + h * (P1.x - P0.x) / d beta = Vector2(beta_x, beta_y) return [alpha, beta] # Simple 2D
doppelgreener's user avatar
131 votes
Accepted

How can I get textures on edge of walls like in Super Metroid and Aquaria?

Metroid's just using tiles, nothing special going on there. Aquaria however is doing something rather clever. If you'll notice, a lot of those rocks on the bed get repeated several times. Here's one …
doppelgreener's user avatar
2 votes
Accepted

Handling hitboxes

You don't need them to have references to each other. Have a central hitbox system for your stage that does the work for them Your hitbox system must have a list of all the hitboxes relevant to it - …
doppelgreener's user avatar