Quote:

we would pefer to see features like that :
- full physic engine included
- bump shader and lights applied to sprite via texture applied to a polygon
plane with transparency
- ragdoll incorpored on character
- some 3D environment objects even if 2D gameplay
etc ...




This is a 2D game made with nothing but panels. Shaders are not possible with 2D games.

I can't use a more worthy physics engine because the range and accuracy of the var has always been problematic. Before I can do this, I need Lite-C so I can use floats and doubles. I have ten features I want to add, but can't without very complex algorithms that are frustrating to work with to work around the limits of the var. The var is my number obstacle to work around. You're only 420 feet short from the point in which strange things start occurring when at the absolute highest possible (46,218 5/9 feet). Adding drag and other physics stuff is on my list of future plans, but won't be able to be added without being able to use floats and doubles or extremely complex algorithms that are just too frustrating to work with. Why not just go with the var as is? Objects get noticably misaligned in the matter of only two minutes at true time.

I want my game to be purely 2D. Not a single 3D element is used in any form: models, terrains, WMB levels, sprites, nothing. I'm much more comfortable with 2D than with 3D. I have a related 3D game, but let's not go offtopic.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials