SuperFreaksDev
Member
I put this in Game Design since I can probably figure out how to code this myself once I wrap my head around the concept, it's just extremely confusing to figure out.
From my studying, modern 2D platformers such as Sonic Rush and New Super Mario Bros. Wii do not use pixel based bitmasks for collision; they use vector line segments and polygons instead.
The idea seems to be that the player character objects have a single pixel that "attaches" itself to a vector line segment when you land on one. You move along the line segment until you have passed one of the edges, in which case you "attach" to the next line segment if there is one, and fall off if there isn't. In the case of ledges (which are always completely flat), there's always a special ledge floor that the player has a longer ledge collider for, so they can stand farther out on the ledge.
On top of that, the player objects typically have line sensors that check for walls (which are just line segments at a steep angle) and push you out of them.
Somehow, they also combine this system with tiles, and I have no idea how that even works.
I made some progress with it but I just need some help trying to figure out the best way to do this?
From my studying, modern 2D platformers such as Sonic Rush and New Super Mario Bros. Wii do not use pixel based bitmasks for collision; they use vector line segments and polygons instead.
The idea seems to be that the player character objects have a single pixel that "attaches" itself to a vector line segment when you land on one. You move along the line segment until you have passed one of the edges, in which case you "attach" to the next line segment if there is one, and fall off if there isn't. In the case of ledges (which are always completely flat), there's always a special ledge floor that the player has a longer ledge collider for, so they can stand farther out on the ledge.
On top of that, the player objects typically have line sensors that check for walls (which are just line segments at a steep angle) and push you out of them.
Somehow, they also combine this system with tiles, and I have no idea how that even works.
I made some progress with it but I just need some help trying to figure out the best way to do this?
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