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Member Since 12 May 2013
Offline Last Active Feb 15 2014 02:08 PM

Posts I've Made

In Topic: Player Movement

27 May 2013 - 12:40 PM

i avoided the sliding by adding fraction


so your telling me top just resolving the collision vertically or horizontal?

k ill try it out

In Topic: Player Movement

27 May 2013 - 12:08 PM

its top down and the gravity is alawys 1m/s, so the player is always falling, but the player gets on the surface by resolving the collision. Movement is 1 m/s right now which means the effect drops by 45 degrees.

In Topic: 2d Physics

18 May 2013 - 01:07 PM

Otherwise you'll be piling hack on hack, adding one special case after another, and it gets ugly really quickly.

yeah been there already. Lost a lot of time. Now i wanna do it right.


So what do you think of that:


-a friction System like the one from Bacterius

-When a collision gets solved, that collision gets stored in the Units collision List. If the collsion was not too steep, the Player is allowed to jump.


I just wanna ask before i loose more time.

In Topic: 2d Physics

18 May 2013 - 08:01 AM

k, didn't think i'd have to go so far for a 2d game, but ok, thanks. So ill have to implement a system, that gets the surface(s) the player is standing on.

In Topic: 2d Physics

18 May 2013 - 01:24 AM

OK, now I've looked through that stuff and it didn't really solve my Problem.

Maybe i should have mentioned that i wasn't searching for real physics like stuff rotating and rag-dolls and such, just Physics like in Super Mario for example (I know it says a lot, if i can't even get that right) just instead of simple Block-Worlds Worlds that are Physical build out of Simple Lines.

But the Problems are still with Gravitation.

Does maybe someone have some Tips or an OpenS Game to check how they solved it?