Webb9 juli 2016 · Re: Need help with platformer physics It's generally a good idea to have your ground/world in a lower resolution then your sprites. For instance if you use tiles as your ground they would probably be a deviation by 8. Webb30 nov. 2011 · 1 Answer. Sorted by: 1. Looks like you're doing the collision check in your gravity function that stops the player falling through the ground, but there's no collision …
Building a Running Platformer in Phaser with Ninja Physics
WebbPhat Stacks is puzzle platformer, physics based addictive arcade game that is all about collecting crystals by building platforms and controlling an alien lifeform across these platforms All Reviews: Mostly Positive (25) … Webb23 sep. 2008 · Quote: Original post by OrangyTang I've found it much better to explicitly have two different character states - on ground and in air. In the air you do physics-based movement in 2d with forces and gravity, and on the ground you snap to a particular surface and move left/right along it (basically physics along a 1d axis, which may or may not be … emily vidmar
Gameboy Development Forum / Need help with platformer physics
WebbPT1 = platform () P1 = Player () Most of this should only require basic Pygame knowledge. We create surface objects for each class with a fixed size. We give each of them a color using the fill () function (RGB format). Finally, we create a rect object from the surface object using the get_rect () method on the surface object. http://www.salomonsson.se/project/platformer-physics-in-unity.html WebbLook up tutorials for writing a platformer game from scratch (possibly not in unity). Creating a platformer engine is basically writing a simplified physics engine. It's not … emily vidal facebook