Always Tweaking

The basics are always so much work to get just right.
I ended up spending a fair bit of time revisiting movement and camera related code to improve it, as there were a few things that just didn’t feel right, or were outright wrong.
When it comes to developing a game it’s got to at least feel great, especially when I’m influenced by DKC2, which is at the pinnacle of 2D platformers.

I also realised that my zoom was too low, which meant the player was smaller on the screen, and the screen was showing a lot at a time. I took some screenshots and compared them with Skullmonkeys and DKC2, and updated the zoom to be more in line with them.
It’s a bit more claustrophobic, but means that various values can be scaled down (speed, jump height etc), and it will also make level design easier as not as much screen real estate needs to be filled and decorated.
The image below compares the character heights relative to the screen height.

I’ve also got to work out my image sizes, as I’ve been working with all different resolutions, mostly huge.


Date
April 8, 2023