And so it begins... A new, planned to be tiny, RPG. Will see where it will lead, expect very slow pace of development. ๐ https://mini.fantasysphere.games/
#Fantasy Sphere Mini
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Hey! I was reading your status reports on Fantasy Sphere. Good luck with the new approach! I will be following ๐
Added changelog at https://mini.fantasysphere.games/changelog/.
Them: "It's just tile based pixelart game, how complex can the asset pipeline be?"
Me:
Hey @FantasySphere, this is a bug, right? #indiedev
Figured it out I think!
Started adding collisions.
Looking good! How about this water pool? ๐
Not sure yet. Either swimming, or I will just block it.
Considering it's meant to be first tiny game, maybe block it... But if it ends up being... useless anyway, I can just add swimming.
And, the most simple and ideal solution โ I will remove it entirely. ๐
Still gotta optimize the collisions, but my first attempt didn't work out as well as I hoped.
Optimizing the collision polygons.
hi @tall forge are you using any polygon collision library? Wondering how to do polygon collision with arcade physics instead of spamming a bunch of rectangles
I'm using https://github.com/snowkit/differ, which is basically https://github.com/jriecken/sat-js.
oh seems like you'll have to do your own sliding collision when the sprite hits it ๐ฆ
or are you able to integrate it with arcade physics?
I'm not using arcade physics, it would be an overkill for this.
You run the collision check, you apply the separation, done.
Can hide behind trees now (depth sorting achieved)!
isn't the polygon physics checking little bit overcomplication for this? simple AABB collision check which arcade physics offers is enough for your game & more performant
It's not physics, just simple SAT separation. Also very simple and fast. Probably faster and simpler than Arcade.
Hiding in Reeds. ๐ฅท
Reeds shader.
Out of my way!
Take that!
Hey! Stop running around!