Well, I really just wanted to show how fast the engine can run, and how smoothly. Of course the engine works fine at a lower FPS; you'd just need to change the acceleration, top speed, deceleration, gravity, etc.. to make up for the loss in FPS.
It was okay, couldn't do much with it though.
E.g. - cant use any sprites other then 32x32 without rewriting the code.
You could make some variable handle the radius.
I think you commented on the wrong engine. This engine, my second one, doesn't use sprites at all, and actually does have a variable for the radius.
If you could try out this one and change your rating accordingly, that would be great.
The 32/32 constraints of the other are there because I found that easiest to work with. It can be a bit tricky to change, but I commented enough so that it is possible (IMO)
Thanks! I actually found a similar engine years ago, but it only supported collisions with a single point, and was too slow to do many of those anyways. So then when I made this, I made sure to keep everything nice and efficient, as well as useful. The original file actually features more geometry to collide with, but I had never finished implementing them, and they could be replicated with available functions already.
I'm not rating since you'll accuse me of getting revenge or something. But when I was shouting you I saw this and decided to check it out.
It wasn't very good. I didn't like how to slopes were handled at all, it was glitchy, sometimes I got inside a wall, and then I could get out by holding up. Really, it wasn't that great.
If I were to rate, 3.3/5
These collisions are mathematically perfect, I don't know what you're talking about. .-.
There is one way to get "inside a wall" and to do that, you make a very acute angle (something you shouldn't do in level design anyways) and even then, you don't get stuck.
I have a feeling you're just annoyed that I didn't like your collisions.
Actually, if I was just mad I could've come in here and rated the game a 1. But because I didn't want you to think I was mad, I simply posted a comment telling the bug.
You don't have to change it, I was just pointing it out. Not being a jerk...
Whatever, obviously you can't take critism
If you had done that, you'd have been in trouble, so that's not a viable alternative.
OH! I see the glitch I think you're talking about. That glitch is just from me quickly adding in a down-slope movement. It really isn't a glitch, and I think in the source I say that you can just remove it. It isn't a problem with the engine; it's a problem with how I added in some cheap code later on in the implementation of the engine.
Fix'd, though now the down-slope movement is a bit rough sometimes. It isn't a bug with the platform engine I was advertising it as; it was a bug with my rough implementation of it.
Nikc, you seem to do this to everyone who does not rate your game how you want it to be rated. You know its a great engine. You know its awesome to. :P
E.g. - cant use any sprites other then 32x32 without rewriting the code.
You could make some variable handle the radius.
If you could try out this one and change your rating accordingly, that would be great.
The 32/32 constraints of the other are there because I found that easiest to work with. It can be a bit tricky to change, but I commented enough so that it is possible (IMO)
-Fakhir
byteRender
http://www.byterender.com/
It wasn't very good. I didn't like how to slopes were handled at all, it was glitchy, sometimes I got inside a wall, and then I could get out by holding up. Really, it wasn't that great.
If I were to rate, 3.3/5
There is one way to get "inside a wall" and to do that, you make a very acute angle (something you shouldn't do in level design anyways) and even then, you don't get stuck.
I have a feeling you're just annoyed that I didn't like your collisions.
You don't have to change it, I was just pointing it out. Not being a jerk...
Whatever, obviously you can't take critism
OH! I see the glitch I think you're talking about. That glitch is just from me quickly adding in a down-slope movement. It really isn't a glitch, and I think in the source I say that you can just remove it. It isn't a problem with the engine; it's a problem with how I added in some cheap code later on in the implementation of the engine.
Thanks for bringing that up.
Just dont have my GM at the moment and still wanna try this, as it looks pretty nice.
Thanks, Salad! I appreciate it!