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What shape of the collider are you guys using for the main character? If it is a square or rectangular one I would maybe recommend using something more like a capsule shape, anything with a rounded bottom.  Colliders can be a bitch. Also, make sure that whatever engine you use  doesn't render each tile as it's separate entity but creates one big massive collider for all tiles that are next to each other.

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The collider used to be a rectangle, but i made a capsule so instead of completely stopping (like you sometimes can get stuck on the ceiling) the player feels a light bump instead. unfortunately, that small bump can also mean death in zero gravity or low gravity.  And from my research it seems that godot automatically optimizes tilemap collision to be one shape instead of each tile being its own. I am still searching for a solution to this

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Really weird cause we literally had the same issue with our previous Brackeys game Descent. The shape of the main character was a square and we changed it to a circle and that helped. Eventually, we stopped using unitys rigid body, even though we still make our games in unity. My friend and programmer (who sadly couldn't join us for this project) got so upset with issues like that he rewrote completely the entire physics engine to suit better pixel art platformers we usually make.