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Module 3: Attack of the Snake (Lesson 10)

Game Designing

And the way to do that is by altering the collision mask on our block. Now, we haven’t talked about collision masks yet, so let’s do a quick overview of them and we’re going to dive way deeper into them in the next module where we make our space game. You can come in here and you can change the collision mask.

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Sprite Object Shape question

Cocos

I had tried the mask method already with no luck… but you mentioning it here pushed me to go try it some more… actually, I still had no luck using the graphic stencil… but the graphic ellipse did the trick perfectly! You saved me so much time!

Sprite 40
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Atari ST Programming: STOS BASIC Sprite Movement

Retro Game Coders

STOS checks and changes each sprite 50 times per second unless you tell it otherwise, and this happens on interrupts, independent of whatever your code is doing at the same time. Each movement command has a timing, how many pixels to move, and how many times to do that movement. Why is this useful? Simple STOS Sprite Movement.

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

For users of previous alphas, we don't always have compatibility code to ease transition. If you run into upgrade issues that you can't solve easily, please let us know so we can consider how much inter-alpha compatibility code we need to add. GUI: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ).

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Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Collision Detection and Game Over. STOS includes three built-in collision detection options. You can also set up collision “zones”, which are rectangular coordinate boxes that you can check the sprite has entered. The final option is to check for the color of the pixel under your sprite hot spot.

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Breakout: Paddle

The Liquid Fire

Replace the contents of the script with the following code, and then save your script. Even though the Paddle will take part in the physics system collisions, in the sense that it can move other bodies, its own position is controlled manually. Change the Rigidbody 2D “Body Type” to “Kinematic” Create The Script.

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

This is a screenshot that displays the object-space position of each pixel as the color. That was fixed by reflecting the view-vector with the normal of the current pixel. It halves the resolution of the image until there's only one pixel left. This is done here in the code. cubemap filtering.

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