Hello! I am just doing a quick post just to let you know that I'm still here, and still working on my game. Progress is being made, albeit slower than expected. Apparently there is a lot more to these slopes than I had originally anticipated, especially when dealing with acceleration and gravity at the same time. Honestly, I have considered multiple times ditching slopes altogether and just going with squares -- after all, the Megaman series only uses squares, and so do many other games, and they seem to still be quite fun! However, quitting this because I can't figure it out is a terrible idea. Trial and error is the name of the game, and it is working, but very slowly.
Slopes will be done, soon. I can feel it. I'm making progress faster than before, and now have a grasp on what was once difficult for me to process. Small steps lead to bigger steps, and suddenly huge obstacles become smaller and smaller...
These slopes have given me so much trouble. At one time, I always wondered how companies would have "character programmers" for 2D games, whose sole purpose was to program the main character's movement and physics. After doing this myself, I can now understand how one person, over the course of a game's entire development period, can work on this one thing as a full time job. There are constantly little problems, and new obstacles to overcome via problem solving and programming.
Here is a screenshot showing nifty stuff - the character detects what slope he is standing on, and displays the appropriate sprite seamlessly colliding with the ground!
Progress is being made. There is a video to come in the following few weeks! Until then!
- Falcon Five