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haha no way we did the same thing then. In my game you bounce a ball back and forth as one of the main mechanics, and I knew going in Godot's physics would not give the results we wanted. Had to whip out a pencil and paper to do some trig and figure out where the ball should go if it hits the edges or needs to bounce off something. Basically made a custom rigid body system, though still leveraging built in collision detection with Area2Ds for some cases. Tough problem but I'm pretty happy with how it came out. Hate to say it but that kind of math might be ahead of you if you go down that path lol... good luck with the game!

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Hah! That’s great! I ended up rotating the velocity of the beam, then reversing the y velocity then reversing the rotation. It seemed like the easiest way to avoid most of the trig. I checked out your game before - it’s one of them that looks the most appealing, and it was super fun, but it seems like it’d benefit quite a bit from a controller. I have a controller I need to pull out and use it before I can give you guys a fair review. :)