varnholt / deceptus_engine Goto Github PK
View Code? Open in Web Editor NEWA platformer game engine in development
License: Other
A platformer game engine in development
License: Other
enemy_blob.png
actually it should be part of the cannon.png
Move left and right and hurt player on contact
goal: reload on level change in editor
Assign a 3x3 array for each tile in the level layer.
That tile will represent the tile collision shape.
The current physics layer should be transformer into a 'atmosphere' layer (so it can still be used for water, hot rooms and such)
At least two
to test if they can see each other
Alternatively - can be done on tile-base
Unsupported by SFML
When making ground contact with high impact
From the new PSD dstar created
Could be based on physics layer
add extras, checkpoints, doors in there
reference: map.psd on gdrive
Discuss with dstar: do we really want fullscreen?
Let is shoot things!
Run to one direction and immediatelly press dash of the opposite direction you are moving and then jump.
[Controller Only]
see fans.psd in gdrive
i.e. for crouch move, rect must be smaller
Implement history queue
Choose correct 'back' element for options screen based on previous elements in queue
For
A nice idea of how our camera system should work
Same goes for player_jump_midair_left_aligned
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