Making an old school player character (and physics)
Posted: Sat Dec 22, 2012 8:41 am
Hello.
I have some previous experience with Box2D and I could never manage to get an old-school player character movement going.
The problems always start, of course, when you add surfaces with angles, like triangles and circles.
I really want the old feeling of games like The Lost Vikings, so I am wondering if I should even bother using Box2D or just make my own physics and support my own pre-defined shapes (thinking about rectangles, 30/45/60 degrees triangles, circles, quarter-circles).
The main issues with Box2D regarding angled surfaces are of course going up/down at different speeds, sliding when not moving, not being able to jump when starting to move on them because you kind of "jump" above the surface, I think that anyone who made scroller games with Box2D know what I am talking about.
I tried a whole lot of methods, with the player moving with a rotating circle as his legs being the most stable one, but it still doesn't cut it.
I hardly need actual physics except for simple movement in my game. It really adds up to pushing stuff on water so it keeps moving (no friction), pushing boulders without velocity (you push and it immediately starts moving with you, you stop and it immediately stops), and that's about it.
Note that all of this isn't actually physically accurate so it will probably have to be hacked in Box2D too...
So, the question really is - should I even bother with Box2D?
Thanks.
I have some previous experience with Box2D and I could never manage to get an old-school player character movement going.
The problems always start, of course, when you add surfaces with angles, like triangles and circles.
I really want the old feeling of games like The Lost Vikings, so I am wondering if I should even bother using Box2D or just make my own physics and support my own pre-defined shapes (thinking about rectangles, 30/45/60 degrees triangles, circles, quarter-circles).
The main issues with Box2D regarding angled surfaces are of course going up/down at different speeds, sliding when not moving, not being able to jump when starting to move on them because you kind of "jump" above the surface, I think that anyone who made scroller games with Box2D know what I am talking about.
I tried a whole lot of methods, with the player moving with a rotating circle as his legs being the most stable one, but it still doesn't cut it.
I hardly need actual physics except for simple movement in my game. It really adds up to pushing stuff on water so it keeps moving (no friction), pushing boulders without velocity (you push and it immediately starts moving with you, you stop and it immediately stops), and that's about it.
Note that all of this isn't actually physically accurate so it will probably have to be hacked in Box2D too...
So, the question really is - should I even bother with Box2D?
Thanks.