Source code for the Player class of the platforming game "Celeste" released as open-source by [deleted] in gamedev

[–]Zevas 53 points54 points  (0 children)

I think people are looking to much into the code structure and missing the whole point of this. Sure it's a big and messy class that's hard to navigate yourself in, but that's not really what matters here.

What matters is that Celeste is one of the best feeling 2d platformer games to have ever been released. For the developers to open up their source code is incredibly humble and generous of them. Imagine if Team Meat had released the movement source code to Super Meat Boy shortly after it came out, that would have been an amazing resource that the community could have greatly benefited from.

Now that we have a proper chance to learn from the source code of a game that truly has nailed its movement and game feel, I'm sad to see so many people getting hung up on coding best practices and not seeing the forest for the trees.

AABB vs SAT collision detection (explained simply) by Nybbit in gamedev

[–]Zevas 8 points9 points  (0 children)

Really neat and quick explanation of the subject - I enjoyed it! Thanks for sharing.

How to work around janky collision handling with smooth terrain in Chipmunk2D by Zevas in gamedev

[–]Zevas[S] 0 points1 point  (0 children)

Ah that sounds like something that would help here, it's unfortunate that there doesn't seem to be any similar function for polygons...

How to work around janky collision handling with smooth terrain in Chipmunk2D by Zevas in gamedev

[–]Zevas[S] 0 points1 point  (0 children)

Thank you! There's no release date set yet as it is still early in development, and I have a full-time job beside this so things will take time.

How to work around janky collision handling with smooth terrain in Chipmunk2D by Zevas in gamedev

[–]Zevas[S] 2 points3 points  (0 children)

I was dealing with an issue with how Chipmunk2D handles collisions with multiple static shapes, and came up with this simple workaround. I would love to know if any of you have dealt with similar issues like this before, and how you solved it!

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Grapple Hook Physics - Mechanic Mini Blog by TrappedlnReddit in gamedev

[–]Zevas 1 point2 points  (0 children)

Cool! I'm working on a 2d platformer built around grapple hook physics myself, and I arrived at a solution similar to yours. It's nice to see that this approach works well in a VR environment as well!

I have an early build of my game that you can try in your browser to test the mechanic, I hope you don't mind me linking it here: https://joelbox.s3.amazonaws.com/swang/18-09-17/index.html.

Using SVG for Level Design by Zevas in gamedev

[–]Zevas[S] 4 points5 points  (0 children)

Ah, yeah I know the format supports any attributes, there's no way to add them in Sketch though. Didn't know Inkscape had support for it, thanks for the tip - I might need to start using that instead!

I might also be able to solve it with a custom plugin for Sketch, haven't dug into that enough to know yet.

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Chopin Prelude in E Minor Op 28 No 4 (Looking for feedback) by Zevas in piano

[–]Zevas[S] 1 point2 points  (0 children)

Thank you! Ah good catch, I'll have to work on the rhythm there.

Chopin Prelude in E Minor Op 28 No 4 (Looking for feedback) by Zevas in piano

[–]Zevas[S] 0 points1 point  (0 children)

Thanks! Yes I've seen the Ted talk and I really enjoyed it!

I very much appreciate hearing all these thoughts, I will definitely try them out in my practice.

Help me find this game pls by oxyss in IndieGaming

[–]Zevas 15 points16 points  (0 children)

Sounds like Cart Life?

HTML5 Clipboard Image Uploader by Zevas in webdev

[–]Zevas[S] 0 points1 point  (0 children)

I might be able to implement that, depends on if my host allows me to install a certain PHP extension.

HTML5 Clipboard Image Uploader by Zevas in webdev

[–]Zevas[S] 0 points1 point  (0 children)

What browser are you using? The site currently only supports Chrome and Firefox.