January 2nd: Knotty

Spent a couple more hours working on collision detection. These issues are really finicky and tricky: It’s like picking a knot apart with your fingernails. I found some calculation errors which were exacerbating the problem, but many of the issues remain. Still, I feel like I’m getting deeper into the collision code now, and starting to really get a feel for what it’s doing. I think it’s just a matter of time.

Oh, I also added a minor feature to the level editor where mousing over a tile reads out its coordinates and tile properties at the top of the screen. I added it mostly to make debugging collision easier, so I could easily see what parts of the level it’s trying to test against when the character is at a given location, but I think it will be quite generally useful a bit later on.


About problemmachine

What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.
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