I'm talking about what hanst suggested. When you jump, the camera moves with you (at least, that's what I tihnk he said). In sidescrollers the camera only moves when you touch the edges of the screen.
I don't think we have the same definition of side scrolling.
Oh and of course I didn't suggest the camera should stick to the character 100%, there should be region in which the character can move without the camera moving of course.
I think that's what chrisname meant. If the camera only moves when you touch the actual edge of the screen, you can't see enemies or things you have to jump before it's too late.
Anyways, I have (kinda) figured out my collision resolution thing...
Basically my code runs through the collision queue checking each object for collision, resolves top then bottom. checks for collision again and resolves the xaxis collisions. The problem lies in the resolution of each object (I think) I have a kind of fix, that essentially pushes you out of the box. However it's really glitchy.......
Hey I just barely compiled if for osx, but I'm not positive it'll work on any other computers, does anyone have a mac who would be willing to try out my game?
click while holding space to paint blocks, 0-9 change the block type, the 0 block is a "coin" that you can collect. Doesn't do anything lol
Now this is the hazy one...
hold m and click on a block, while holding m move left or right (wouldn't recommend up and down) and let go somewhere. The block will now loop back and forth between those two points.
edit: second note: he flashes when he goes left... Just fixed that sorry.
Well, 2 things I noticed... when you fall off the right or left edge, the camera won't follow. You just keep falling randomly. Also, falling seems to be bugged... if you levitate up to the orange area, you will fall far longer than you levitated, it basically looks like you're not moving at all. Then the character somehow moves under the lower border of the screen, and the camera instantly jumps back to the ground (the character seems to fall through the ground here, as he is nowhere to be seen afterwards). Looks like you still got a bit work to do with that one ;)
And I'd say before releasing the source, you should probably try to fix the bugs it has first :O
Lol, that was me playing with map boundaries, it's a fairly easy fix. I actually update map before updating the position, which is why he's offset on the screen. I actually really like the smooth feel of it. But if it's detrimental, I can move back.
Well i'm going back to asynchronous socket programming. I'm giving the game a rest for about a week, so no new updates until then =)