![]() ![]() Jumping a cheddar gorgeĭeveloped using the Game Salad tool, the levels come in neat enough chunks to balance the time constraints of gaming on the go and the inherent urge the game creates to play for just a little bit longer. Tapping 'jump' twice unleashes a double-jump, as you'd expect, and CheeseMan and Cheesette are both capable of performing gravity-defying wall jumps too. They're well-spaced, out of the way of any important action, and large enough to accommodate even the burliest of digits. 'Left' and 'right' for left and right, and 'jump' for jump. You control your nightmare-inducing snack on legs with big on-screen buttons. ![]() Indeed, Team Meat is thanked in the opening credits, and some of their characters make an appearance in the game. You play either as the titular dairy superhero or as his love interest Cheesette, and you hurl yourself through 40 levels of hard-as-nails platforming action. It's a tricky, hyperactive love letter to the past and the present, featuring a spectacular soundtrack and some really well-designed levels. The latest addition to this resurrected genre is CheeseMan. Many thought the genre would be killed by polygons and an extra dimension, but there's something about performing a pixel-perfect side-on leap that appeals to gamers old and new. Revisionist, retro-tinged new classics can be found in every corner of the gaming world, from smartphone to top-end console. We're living through a golden age of 2D platform gaming. I suppose that there are "better" solutions, but it works for now. The shadow is a separate sensor actor, as you described, but only for decorative purposes. Friction = Zero, for smooth & fast "floating".). I added two different collision shapes with different groups to the player actor: One for the actor (as usual, player group - collides with enemies & tiles) and one for the minimum distance to the ground (hoover group - collides only with invisible ground tiles, layered over the normal tiles. I also disliked my original idea to switch the animations remotely - this could lead to a mess later.Īfter some back and forth, I decided to work with multiple collision shapes on the the player actor (Rider). Yesterday, I tested several possibilities: since my player needs to be affected by gravity, I had no luck with a separate sensor actor (shadow). Your answer was exactly what I was looking for it's good to know that I'm basically on the right track. ![]() Thanks a lot for your detailed response, Michael! To get around this problem, I used invisible actors as sensors. You could know if an actor was colliding with another actor, but it wasn't so easy to detect where that hit was coming from. Quote from: Photics on March 23, 2015, 03:18:16 pm Back when I was using GameSalad for game development, we didn't have fancy things like event based collision detection. However, I find that I have more control and greater accuracy by using separate sensor actors. With Stencyl, an actor can have multiple collision points. It seems like you have the pieces, but how you arrange them is personal preference. (If the hero moves upwards, along the Y-Axis, the shadow could shrink to simulate a third dimension.) The shadow could be a separate actor, with it's position relative to the main actor. If the sensor was touching a wall, then the main actor could do a wall jump. Shown in the screenshots, there are little red dots. Back when I was using GameSalad for game development, we didn't have fancy things like event based collision detection. ![]()
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