https://www.youtube.com/watch?v=AY5g5F-NuvA

Playtesting your levels, and more!

YouTube
https://www.youtube.com/watch?v=AY5g5F-NuvA
youtube.com

Under the hood stuff

YouTube
https://www.youtube.com/watch?v=TOsUqaO_FbY
youtube.com

It's a hell of a job, but I think I finally got the resolution settings working.

I'm taking a shot at a title graphic. What do you think?

Maybe the letters are a bit too bland...

I've updates my crates to have cut off corners, which makes the collisions more stable.

Here's a result of a small test I did. I'm really happy with the result!

My next goal will be to introduce a rope attached to the ship, to carry the crates with.

Left you see the old system which uses a seperate collider for every tile. Right you see the result of the WIP tile collider generator that generates a single collider for a group of tiles.
I hope to share some nice crate physics gifs when this is done.

I'm getting more and more tired of all these problems with physics.
Since the collider for my crate is a bit complicated, the physics system is protesting.

Struggles, struggles...

https://www.youtube.com/watch?v=pDIVjF80YLo

Verlet is implemented. The collision detection and resolution is going pretty well, but I still have some annoying bugs to iron out.

For example, the ship sometimes falls through tiles a bit and launches itself.
I also need to implement friction.

YouTube
https://www.youtube.com/watch?v=pDIVjF80YLo
youtube.com

Refactoring to use Verlet and rigidbodies.

It may all look the same, but I have upgraded my collider code and have now set up all basics for moving colliders by their points.
Here you can already see the systems rotation and acceleration through Verlet.