Player movement and Levels!
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We've now got most of our player movement and player controls working! because of the game being a side scroller/escape style game, we've decided to create the player controller so that essentially, the player never technically moves in the game world, but the world moves behind the player, when they 'move' forward. The reason we took this approach was because we thought it would make sense for when the player collides with a block or platform in front of them, the player can get stuck and will be caught and/re-spawned at the start of the level. So our character movement is very similar to an infinite runner style game, like Jet-pack Joyride.
We've also managed to implement our level and scene managers through use of Enum classes, that store out various levels and scenes, as well as all of our menu options in the various menus that Luke and myself have created.
Get Ex-Machina - team Mighty Ducks!
Ex-Machina - team Mighty Ducks!
More posts
- PostmortemApr 10, 2019
- Game Levels!Apr 10, 2019
- Menu Improvements and Custom Fonts!Apr 10, 2019
- Sprite Tiling!Apr 10, 2019
- Team DynamicApr 10, 2019
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