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Topics - Cyraxx

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General / Box2D different angle slopes
« on: July 08, 2014, 11:46:21 pm »
  I have created a Box2D based map for my platformer using ChainShape wich has different angle slopes (no more than 45°).
My problem is the slope collision with my player. The player' body has 2 fixtures, a rectangle and a circle bellow it. Whenever I move the player (the method doesn't matter the results are the same) and I stop on the middle of a slope I slowly glide down. I managed to temporarly fix that but the main reason for this post is the fact that whenever I leave a slope l I shoot out because I still have some impulse left from the previous movement. Same thing happens when I enter a downwards slope, or when I stop on a slope and I start moving again.

Entering / leaving the slope:
(The red lines are the desired movement, the black is the movement I have right now)

Start moving on a slope:
(The red lines are the desired movement, the black is the movement I have right now)

Could you please help me out with this problem? I don't mind if your answer is detailed either ;)
Thanks in advance!

General / Right angle triangle
« on: May 17, 2014, 02:20:59 pm »

I was wondering if there is a way to check intersection between a right angle triangle and a point or an other shape.
(or even a rectangle with 45° rotation)

General / Handling tile-based slopes
« on: May 08, 2014, 11:46:47 am »

As the title says I'd like to ask you guys if there is a "best" way to handle slopes in a 2d platformer (c++).
We are using an sf::RectangleShape as a collision box wich obviously moves with our character.
Mayble later we would like to implement different angle slopes but for the moment we are using 45° ones.
I have already managed to do half of it, but my problem comes when I try to jump while on a slope or when I try to jump on a slope in wich case I stop on the top of the tile rectangle and not the actual slope.

Thanks in advance for any help :)

General / Very high resolution scrolling background
« on: May 04, 2014, 05:26:39 pm »

We are stuck in the 2d platformer game we are programming. We are using Tiled to create maps and RapidXML to implement them. It was working with simple placeholder tilesets and one layer.
Now however we are trying to implement a scrolling background since the map will be really wide (100 tile where each tile is 128x128).
We would like to know whats the best way to load it? The background picture we have is 2048x2048 pixels.

General / SFML Spine
« on: April 23, 2014, 12:01:25 pm »
I'm fairly new to Spine, well and SFML itself and I was wondering if any of the more experienced programmers here could help me out.
So my problem is that I have no clue how to move characters/animations made with Spine. Nor am I able to figure out how could I get a hitbox for it. (we are making a sidescroller platformer game)
We already made a decent collision detection and some basic physics using sprites but we just can't do it with Spine. Please help us! :)

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