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6) I've always found the physics engine in a platformer to be relatively simple, and save it for last. however, if you aren't sure what type of physics you'll have, i suggest playing around with the code in builderboy's physics tutorial to get some ideas of how to implement basic physics.
edited in the new rules.6 is more of a preference for me, but i thought i should add it so people could find builderboy's physics tutorial if they were having troubles. true DJ, in BASIC it's harder to compress maps and keep speed than in axe/asm. i edited that in (:edit: i'll attempt to compress the metroid II maps, but no promises there. it'll be hard.
lol, not as much as some of mine though.
In other news, Frey continues kicking unprecedented levels of ass.