Optimizing Collision Code

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As I said in a previous post about my platformer engine (the one I’m working on for Fuzeboy), I’m using Zack Bell‘s code as a base. Recently I started to look into¬†ways to optimize such code without losing the functionality (slopes are a big feature of that simple collision/movement code).

Looks like I was able to gain some speed here…

And as someone once told me “sharing is how better games are made”… so here it is my “improved” version.

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Basic Platformer Mechanics in GameMaker: Studio

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I’m fond of platformers. It’s only natural that I spent the past year studying and refining platformer engines for GameMaker: Studio. Here’s what I actually use for my engine.

Fuzeboy early gameplay

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