Super Sunny World - Developer Update #8

  Рет қаралды 356

Matt Hughson

Matt Hughson

Жыл бұрын

Check out the latest recap of development on my brand new NES game, Super Sunny World🌞!
This update brings major perf improvements, and 2 new gameplay mechanics! #nesdev

Пікірлер: 18
@MaxOakland
@MaxOakland Жыл бұрын
The levels with water all over look so cool. And the little flowers
@The-E-Base
@The-E-Base Жыл бұрын
Man, that one week felt like 2+ weeks.
@MattHughson
@MattHughson Жыл бұрын
haha busted... I did change the video title though! 😂
@Sephigruen
@Sephigruen Жыл бұрын
I enjoyed Witch n' Wiz so much and this looks at least as cool. The hype is real.
@AidinZolghadr
@AidinZolghadr Жыл бұрын
How did you handle moving platforms? I had a problem with it once. Did you disable player's character controller and have special kind of character controller? IIRC, problem was slight jitter when platforms were moving, something like gravity wanted to bring player down but platform was moving up or something. was not smooth.
@MattHughson
@MattHughson Жыл бұрын
The way I do it is in 2 parts: 1) player collides with platforms just like normal floors. Thus stops her from falling through. 2) in the update for the platform I move any colliding objects by the same amount the platform moves. The allows the player to move WITH the platform. I don't limit player movements on the platform at all.
@AidinZolghadr
@AidinZolghadr Жыл бұрын
@@MattHughson so the order is important right? You have to do gravity and platform movement (imagine vertical). Do you make a special case for moving platform in your character controller logic? (Same applies for moving left and right and moving platform moving horizontally)
@MattHughson
@MattHughson Жыл бұрын
@AidinZolghadr Generally, the order of updates (player then platform or platform then player) doesn't matter (as long as rendering and updates are separate). Not sure of that's what you're asking. And no, there is no special case logic in the player controller, other than checking for platform collisions in addition to the normal tile map collisions.
@AidinZolghadr
@AidinZolghadr Жыл бұрын
@@MattHughson Let me rephrase my question, perhaps I wasn't crystal clear. Imagine you're on a moving platform going up. If your gravity code gets called first, it tries to bring character down, but since he is on a solid object, it won't. Then the platform itself moves down and when it gets rendered, the character is in the air. I wrote many many character controllers and almost always failed, miserably. Any tips or guiding paths to follow?
@MattHughson
@MattHughson Жыл бұрын
@@AidinZolghadr In the case you described it would work like this in my game: 1. The player would "fall" and hit the platform, and correct herself such that she is now standing on top of the platform. 2. In the platform update, the platform would detect that the player is stand on it. 3. The platform would move down, N pixels. 4. The platform would then move the Player down, N Pixels, keeping their relative position the same as it was prior to the platform moving.
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