Archive for October 2010

2D Platformer Advanced Collision Detection

Oct 31, 2010

The tile-based 2D platformer example I provided in Processing included a section on collision detection applicable to that tiled level structure. It included this diagram, showing 6 collision points in a hexagonal pattern, where red detects “left side”, green detects “from top”, blue detects “from right”, and yellow detects “from bottom”: We check 6 locations… Read more »

Newsgames Blog: Journalism and Games

Oct 30, 2010

One of the research projects that I am working on at Georgia Tech is the Newsgames project, an endeavor aiming to document, understand, and contribute to the intersection of videogames and journalism. There are 3 aspects of the project: Newsgames: Journalism at Play: this part is a book, and is already published. It was written… Read more »

Level Design Process*

Oct 29, 2010

Knowing how to use a paint brush is different than knowing what to do with it. The previous article was about how to use a level design tool, which is prerequisite to what this entry aims to cover: what to do with it. Steps in the Process Although every game’s level/scenario design is unique, there… Read more »

Everyone’s Platformer: Level Editor Manual

Oct 24, 2010

What follows is an operator’s manual for the editor in Everyone’s Platformer (Article / Play / Edit), the example 2D game engine I put together for HobbyGameDev in September. The next few articles will detail the design process and tool creation tradeoffs, but they will make more sense after the editor environment is familiar. Learn… Read more »

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