#Fantasy Sphere Mini

28 messages ยท Page 1 of 1 (latest)

tall forge
worn field
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Hey! I was reading your status reports on Fantasy Sphere. Good luck with the new approach! I will be following ๐Ÿ™‚

tall forge
tall forge
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Them: "It's just tile based pixelart game, how complex can the asset pipeline be?"
Me:

tall forge
tall forge
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Started adding collisions.

worn field
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Looking good! How about this water pool? ๐Ÿ˜„

tall forge
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Not sure yet. Either swimming, or I will just block it.

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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.

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And, the most simple and ideal solution โ€“ I will remove it entirely. ๐Ÿ˜„

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Still gotta optimize the collisions, but my first attempt didn't work out as well as I hoped.

tall forge
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Optimizing the collision polygons.

hearty pulsar
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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

tall forge
hearty pulsar
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oh seems like you'll have to do your own sliding collision when the sprite hits it ๐Ÿ˜ฆ

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or are you able to integrate it with arcade physics?

tall forge
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I'm not using arcade physics, it would be an overkill for this.

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You run the collision check, you apply the separation, done.

tall forge
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Can hide behind trees now (depth sorting achieved)!

royal shoal
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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

tall forge
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It's not physics, just simple SAT separation. Also very simple and fast. Probably faster and simpler than Arcade.

tall forge
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Hiding in Reeds. ๐Ÿฅท

tall forge
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Reeds shader.

tall forge
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Out of my way!

tall forge
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Take that!

tall forge
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Hey! Stop running around!