Unnamed Platformer - Devlog 13
No motivation…
What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff.
Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with.
Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in.
Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead, which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time.
AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions.
Plans for next time: More level design…I’ll try to get most of the levels done by next devlog.
K bye guys
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