Sticky Slopes

When I started implementing the collision layer, I was quickly facing a problem that caused me considerable headache. I needed slopes, sticky slopes. Since I used AABB collision detection and didn’t want to give up the speed advantage, I decided to implement the slopes as collision callbacks. (more…)

Creating a Debug Map

To flesh out the movement set of Samus, I found myself in need of a debug map where I could test all the necessary moves, distances and timings. Starting with a pencil and a piece of paper, I began outlining the collision map for the debug level followed by basic colorization. The result looked like this (more…)