Fixed some collision detection problems!
Did mew know it's really hard to figure out which direction two rectangles collide from? Well one of my testers was having problems with that. So I made some changes to the collision routines so that hopefully this will reduce those problems.
At least I'm in good company with this. Any time mew see a clipping irregularity happen in a highly-technical speedrun of a classic platforming game? Most of them are because of this purroblem.
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