Not exactly since obfuscating removes unnecessary things like method/variable/class names (strings that take up space in the bytecode), line numbers, etc…
Water filling a room instantly as soon as a flow to a water source was initiated, would be cool to see that become something more gradual, Terraria style.
A fall rate which wasn’t constant, mainly all movement to be smoothed out and less noticeable changes in direction when jumping.
being able to place blocks where you stand.
There’s no collision to the sides of tiles so if you jump in a way you can enter the side of a tile and pass through it to the top.
I’m sure a lot of the things I’ve already said, you had the intention of doing already, Good job with the work
I must say this has inspired me to do something, but I’m not going to tell into I’m ready to show ;D
Seems good, but are you intending to add lightning, it will give a much better atmosphere (can be hard to make without opengl).
Also, work out the rpg concept some more, like what will be unique for your game?
Yeah i’m still working out how i’m going to get the rpg concept going but I will be doing that after I’ve got a good base going (Pretty much just add crafting and item stacking because i’m already on my way to survival mode). Also yes fire sounds like a good idea. I just need to figure out how to get it to spread and burn things slowly (like how i need to get the water to flow slowly)
I shall add that to my to-do list. Thanks
I’m working on a water flow.
I’m not sure how to get gravity properly (any help welcome)
I will add that to my to-do list
I will add that to my fix list
Thanks everyone for your support! Would anyone be willing to be support me putting this game on Desura? So far I have it on IndieDB (http://www.indiedb.com/games/metallum) If so please go check it out and follow if if you want.
Just finished my platformer physics for my game. Thought I could help.
Not sure if the above way is most effective.
What I have is this:
Onground Boolean - onGround
Terminal velocity - tv
Jump power - jmp
Velocity vector (added to the position) - vel
if(/*colliding on y axis*/)
{
vel.y = 0;
}
else
// didn't collide on y axis, add velocity to position
onGround = (vel.y == 0);
if(/*no solid tile directly below*/)
onGround = false;
if(!onGround)
if(vel.y < tv)
vel.y++; // or -- depending on whether positive y is up or down.
if(jumping)
vel.y = jmp;
Okay, this code is not copied from mine so it may have a mistake, but you should find any possible mistake quickly.
There are some things that need to be polished with this, but do that according to your game.