All developed through reverse engining because SMBX's sources is lost and never given by Redigit. All my storage of researches was made by reverse engining. I'm repeating result, but I'm using better methods to escape a lots of mistakes and prevent some bugs which was in the SMBX engine.John Leagsdurg wrote:don't copy the source code from the SMBX engine...
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I don't set any deadlines, but developing will be longer, because I need to make the own physics engine, because (how I wrote in Youtube video description), Box2D have lots of reasons because using of them for side-scrolling platform games is not good. Box2D have perfect collision detection system with polygons and can model real physics of solid bodies, but one of reasons is an annoying feature with horizontal line of blocks: when you run on them, sometimes player stops, because it impacted to next block's corder . Also, body will always slide on any slopes of any angle, but I need make like SMB3: don't slide before press 'down', or like SMW: player will automatically slide on slope which have angle 45 degrees and more.John Leagsdurg wrote:how much time do you think it will take to finish the engine?
The first stage of engining of physical engine is collision detection system: objects can't see each other without collision detection, can't stay on blocks, etc.
to make them I need to make them:
1) find all items which contacts with selected rectangle (left-top-right-bottom) [this also will be used to detect items which will be drawn on screen now]
2) check pair 'is contacted' between player (or NPC) and one of block or other player/NPC, warp point, water zone, BGO)
Second thing is easy, but I will engine first thing (finding items by rectangle range)