Collision Detection update
Before this update, I was using a “nearest side” logic (for the handling), and this created a situation where if you fell in the edge of a platform with a high velocity, it would send you out by the side of said platform, since it would be the “nearest side”. Now, I’m using a “latest overlap”, so it detects both X and Y for every object withing 51 pixels (since the max speed is 50 pixels/frame), stores they’re overlapping status for both axis, and the latest axis to overlap is the one affected. This creates a much more precise handling.
Level 2 update
This one is pretty small, just reduced the height of the smaller platforms, making them feel larger and encouraging the player (in a subtle way) to take more “edgy” jumps.
WASD update
Not much to say here, the game now supports both WASD and arrow controls, don’t worry, if any is pressed (W or up arrow, A or left arrow, etc) it will act the same way as if both were.










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