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Richard Myles's Blog


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Posted by Richard Myles on Mon, 09 Jun 2014 09:47:00 EDT in Programming, Indie, Smartphone/Tablet
An alternative approach to multiple collision checks in a bullet hell type game.

Posted by Richard Myles on Tue, 17 Sep 2013 12:46:00 EDT in Programming, Indie
A quick summary of some tricks and dirty code we used to enable us to run up to 40 baddies at a time in the Flash game "Lost Outpost"

Richard Myles's Comments

Comment In: [Blog - 08/17/2015 - 02:01]

Nothing much more to add ...

Nothing much more to add aside from what an excellent post, great work mate.

Comment In: [Blog - 06/09/2014 - 09:47]

In reverse order, d 'oh, ...

In reverse order, d 'oh, you 're totally right about my square root comment. I 'll be happy if that 's the only dumb error in there. r n r nWith regards the grid, I did briefly touch on it, as it is normally how I would do it. The ...

Comment In: [Blog - 09/17/2013 - 12:46]

Hey mate, thanks for the ...

Hey mate, thanks for the comment / questions. r n r nFor ease of getting the post done I used an old screen grab, where those yellow blocks were used for the tile based collision. Basically we have up to something like 7 different mc 's / layers for each ...