Edge detection & platformer logic coding #894
Unanswered
Ace4teaM
asked this question in
Questions & Help
Replies: 1 comment
-
Hi! sorry for the delay :) |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hello everyone, I am new to the Duality community and I have developed a remake of the game Front Mission gun hazard from the Super-Nintendo. For the moment I am starting, I discovered Duality 2 days ago and I totally hang on to the foundation of the software compared to the masses that are Unity and Unreal. Fast learning curve and the ability to develop C# components, love it!
Anyway… today I'm having fun with the character's movements and the physics system. I have some ideas for further development and maybe a more "modern" component than map tiles for composing platforms.
I have a few questions for the sequel, I would like a 2D platformer with good Mario style gameplay and not just pool ball style collisions.
Character states to be determined:
• On air
• On the ground
• On the wall
• OnSlide
• OnDown
To code all these states I want to rely on the physics system but not that, for example I don't want the character to slide down the stairs, I want him to go down the steps with an animation.
For this I want to detect which RigidBody my character is in collision with. Currently I'm using the Scene.Physics.QueryRect method but maybe you have a better idea.
Simple technique: if character's body + 1, then collision:
Sorry for my English which is not perfect. I use google translation from French do not hesitate to ask me questions if necessary!
Thank you all
The original game !
Beta Was this translation helpful? Give feedback.
All reactions