@AxiomVerge Hi, you already told me you were using mostly AABB collisions in AV, how did you manage the slopes, like when you're walking over save stations?
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Yea, I don't allow any intersections. Since the game is pixel based I break down the velocity into pixel increments and test each one before inching them a pixel at a time. The only tricky part is slopes, they have to be handled specially (ignore horz. checks, do vert. correction
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Here is an explanation I wrote a long time ago: https://web.archive.org/web/20161225190606/http://bitkidgames.com/?p=2221 …
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You’re awesome guys, thanks a lot for taking the time!! I can’t decide between tile based aabb collisions or bigger polygons (vectorial) collisions, you’re input is helping me right now. Cheers
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I cheat and ignore the box for slope intersections. I only intersect with the player's "foot" (a point at the bottom center of the bounding box.) I wrote a bit about it forever ago over here: http://thirdpartyninjas.com/blog/2010/07/28/sloped-platform-collision/ …
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It's similar to what
@Jamezila and@NoogyTweet were doing back then in their games, and I really liked it. - Show replies
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