This two part series will go over the details of handling tile map collisions. For some reason, there really aren't any good, generic guides on the web that detail tile map collisions despite all the games out there that utilize tile maps. Today that changes.
The rendering pipeline in Nez aims to be simple to use but still cover all possible use cases. If you are just whipping up a quick demo everything you need will most likely be already included in Nez. Once you start getting into some more advanced effects you can take control of things and render as you see fit.
Update: Nez has officially been released! You can get it on GitHub.
If you have followed along with the 2D framework evaluation posts you will already know how we ended up here. Nez is the result of this journey. Nez aims to be a lightweight 2D framework that sits on top of MonoGame. It provides a solid, but flexible base to work with that's easy enough for beginners but customizable to the core for pros.
Here we are in the final 2D framework evaluation post. It shouldn't come as too much of a surprise that I angered a bunch of people with this series. Even though several times it was stated that all of these posts were my personal opinion and that yours will vary, certain individuals still decided to send me hate mail because I didn't like their favorite game engine. My apologies for laughing at your ridiculous emails. Hate mail from a proper zealot always makes me chuckle.
Making the Cut
Now that the trash bin is overflowing with plenty of capable game engines that just aren't for me what's left? At this point in my evaluation something really odd kept coming up over and over again. A few of the engines that made it this far (and some that didn't such as Stencyl and Kha) seemed to share a commonality: they use the Haxe programming language. This was a big red flag for me initially. Let's take a quick aside here to explain a few things that I learned about Haxe before moving forward.
Filling up the Trash Bin
A bunch of the most popular frameworks didn't make the cut. If your favorite engine is one of them no need to get salty about it. Reiterating: just because they don't work for me doesn't mean they aren't great solutions for you or someone else. For some reason beyond my comprehension some people defend the game engine they use with fanatical pride. All the engines are pretty darn great and they all have flaws so let's just drop that whole thing here and find out why they got tossed:
Here we go. Let's just start this off straight away stating the obvious: the words in this post are my personal opinion. They are not representative of the beliefs and ideas of anyone but myself and are born of my own unique experiences. Your opinion is likely to differ drastically.
This post is going to be a little bit different. It will mainly consist of a video with a small amount of accompanying text. Hit me up on Twitter (@prime_31) to let me know if you prefer text or video posts. This particular post is very visual seeing as how it is demonstrating a pixel perfect camera.
SpriteLightKit brings back the old two buffered blend trick to get pseudo lighting with just sprites. It handles the setup process of getting that second buffer blended with your normal scene. This post will delve into how it works and along the way it will explain the shader techniques used to pull it off.