Thanks for the comments! I've updated it a bit, upward slopes now slow you down a bit, whereas downward slopes go faster, and you glide down them just a bit.
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The principles behind ai should be the same as top-down. Just consider your level in the same way as a top-down map, but with restrictions on movement - ie gravity. If its path based, your paths move along platforms and through jump and fall points at the end of platforms.
Thanks. I was thinking along similar lines. The only problem I'm having is that if a certain enemy can't jump as high as others, hed have to (try to) find a different path sometimes. But I'm sure I'll come up with something.
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Btw, art-based is incredibly re-usable - designers can go in and change the level assets easily. If you're targeting it at other developers then disregard this point.
It uses a tileset image (or more than one per level), and levels are made with Tiled, so it'll be pretty easy to create a new game with it.
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It's smooth, I have to say that. Very nice scrolling.
It uses my new and improved scrolling engine. It works fairly well, but could still be improved.
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Your angle collision on slopes wrong based on TonyPA's projections of realistic slope collision. (The character's bottom center point should touch the ground, not the corner.)
Yeah... But I can fix that without changing the code. I use a collision tileset, and I just have to move the slopes down a bit, without changing the displayed tiles.
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Also, when jumping sideways into a platform (a black one that isn't a "cloud"), the character was able to go right through it and "glided" to the ground.
Damn, I've tested it a lot and haven't seen this happen. It's always hard to fix errors you can't reproduce... Thanks for bringing it to my attention though.