![]() the player can sometimes squeeze between collision boxes/circles and get stuck. Which makes the collisions feel more accurate and fine, when (for-example) you player-sprite is interacting with an NPC-sprite.īugs: With Altimit Movement, I've had an issue of players getting stuck between two objects.īecause the collisions (of both events and player) are more sharp, and fine. This makes player movement feel more responsive.Īpart from that, Altimit movement can also change event collisions to circle, instead of squared. Where as in San_Analog, it moves a few more pixels.) You will literally see your character move, by just 'one' pixel. (Visual example: When you press a directional movement button, just once, instantly. Pixel Accurate = You literally feel like the sprite is moving, pixel by pixel. ![]() (Regarding the player and event collision, and how they interact.) Complicated = Has a lot of options and flexibility.
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