08-16-2012, 12:41 PM
welp this is all i got for 2d really. I was making a fangame a few months ago, but i scrapped it because i felt that it was a waste of time to work hard cloning a game.
As you can see with the above videos, there are multiple collisions around the characters, despite the smaller goombas. At first i thought this might be a little bit of overkill, but i've seen some fangames with horrible collision detection. It was as if they used one single box around enemies. It was annoying to jump on or get hit by an enemy without touching them. With this its more precise and i have more control over the hitboxes. I also have rotating collision boxes. I had 2 around the parabomb, one for its parachute and one for itself. Mario could jump on the chute, and the bomb would fall. Whereas if he hit the parabomb, it would explode - precision. For some animations, i had dynamic collisions that would follow the important movements.
Another thing i would like to point out is that the actions have an animation... I hated seeing fangames where the boss would just magically spawn projectiles, and jump without warning, all while still using the same looping walk animation for those actions.
The engine i built the fangame engine on is a component based engine that i also made. The actual "fangame" part was actually really easy to make, it was the component engine that was tough to make. Not much to say about it really except that its pretty easy to start making things using the engine. Despite that im still working on it as i make(?) games, its still pretty solid.
This video showed the first "real" time i actually messed with 3d. What im doing here is showing vertex editing of [planes] textures. With this, you can do some pretty nifty tricks. Like attaching collision polygons to a group of triangles so that the collisions get moved with the [plane] sprite. Then you can have sin wave moving grounds, morphing from one object to another, etc....
I basically just explained my 2d engine..i know. I didn't make much that i can actually "show" but i thought these were alright.
Ignore the framerate of the vids, as my computer cant handle recording stuffs
As you can see with the above videos, there are multiple collisions around the characters, despite the smaller goombas. At first i thought this might be a little bit of overkill, but i've seen some fangames with horrible collision detection. It was as if they used one single box around enemies. It was annoying to jump on or get hit by an enemy without touching them. With this its more precise and i have more control over the hitboxes. I also have rotating collision boxes. I had 2 around the parabomb, one for its parachute and one for itself. Mario could jump on the chute, and the bomb would fall. Whereas if he hit the parabomb, it would explode - precision. For some animations, i had dynamic collisions that would follow the important movements.
Another thing i would like to point out is that the actions have an animation... I hated seeing fangames where the boss would just magically spawn projectiles, and jump without warning, all while still using the same looping walk animation for those actions.
The engine i built the fangame engine on is a component based engine that i also made. The actual "fangame" part was actually really easy to make, it was the component engine that was tough to make. Not much to say about it really except that its pretty easy to start making things using the engine. Despite that im still working on it as i make(?) games, its still pretty solid.
This video showed the first "real" time i actually messed with 3d. What im doing here is showing vertex editing of [planes] textures. With this, you can do some pretty nifty tricks. Like attaching collision polygons to a group of triangles so that the collisions get moved with the [plane] sprite. Then you can have sin wave moving grounds, morphing from one object to another, etc....
I basically just explained my 2d engine..i know. I didn't make much that i can actually "show" but i thought these were alright.
Ignore the framerate of the vids, as my computer cant handle recording stuffs