Removing the player object’s physics engine presence enables one-way platforms.

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Video Script:

  • G’day Internet, My Name is Andrew Russell
  • Welcome to the final DevLog of the year
  • What I have to show you today are a few of the changes to the player object
  • Previously, the player had a presence in the physics engine
    • Which is shown by this red rectangle here
  • So while the player has all this custom movement code for his feet
    • He’s still using the physics engine to collide with walls and the ceiling
  • So I’ve removed this
    • Because I intend to replace it with similar custom movement code for the left/right and up directions
  • So the main reason for this is to make the player movement work better with the networking
  • But the other reason is because it will let me implement a lot of the fancier acrobatics that I want my stick ninjas to perform, and generally improve the platforming
  • One effect you can already see, is that the stick figure treats all platforms as one-way platforms now
    • I was originally expecting to have to do some tricky physics-engine stuff to make this work
    • So it’s nice to have something simply start working on its own
  • It’s also allowing me to remove the awful snap-down behaviour you might have noticed in previous videos
    • This was basically a hack for network reasons
    • I can show you it in the graphing tool
    • If I jump just one frame layer, I get snapped onto the ground and lose my upwards momentum
    • Whereas, now, the player will only snap onto a surface if they’re moving downwards
  • So that’s everything for this week
    • The Stick Ninjas DevLog will be returning sometime early next year
    • So, until then, follow me on Twitter @_AndrewRussell or subscribe to my blog at AndrewRussell.net to find out when the DevLog returns
    • And as always, visit StickNinjas.com where you can sign up for a notification when Stick Ninjas is available for playable pre-order
    • Thank you for watching
    • And I’ll see you next year