Browsing the archives for the Box2D category

Bug: Destroyed

Another entire weekend devoted to a single bug! I thought it was a seperate hideous bug from last time, but it was in fact the same bug in a different disguise. After some help with the Box2D Community I was able to trace it down to a bug in the engine – and upgrading to [...]

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Critical Error

I’m still working on the game. I’ve run into a critical crashing bug in the Box2D engine – and it’s one of those ones that, if unsolved, it ruins the entire premise of the game. I can’t put it off and work on it later, it’s going to have to be resolved before I can [...]

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The Platformer

OK, here’s something I really hate. Coding how a player moves. It turns out there’s a lot of intricate guesswork going on behind the scenes of most platformers. For instance, did you know that many platformers change the amount of friction exerted on the player body depending on the current action? Or that bodies accelerate [...]

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Building a FrameWork

I don’t know if “FrameWork” is the right word, but I’m stealing it for my own personal use. Towards the end of developing SpaceSquid, my poor programming was catching up with me. Writing code quickly != quick running code. I think I iterated through the entire world object list several times per tick… Anyway, I [...]

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Research

I’ve been spending the last few days just researching – reading up on Flash forums and the Box2D common issues. I’ve learned quite a few things and have a better grip on how I’m going to implement this now. One bug that Fantastic Contraption has always had, is the “Collision skipping.” When an object moves [...]

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