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Kyle Dunbar’s Blog

My personal writings on game development, computer science, techno-freedom and misc.

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My Problem With Weenies

For the uninitiated: in level-design, weenies are a stand-out piece of interest used to draw a player’s attention and guide them around a map. Yellow paint, light at the end of a corridor, tall spires, and broken walls are all examples of weenies. Anything that stands out will grab the player’s gaze and tell them where to go next. The term originates from the thought of luring an animal with a…

Box Colliders Are Better Than Capsules

Capsule colliders offer smooth sliding against stairs and bumpy walls as the curved faces can roll along them - as opposed to a box collider which would snag on bumpy geometry. Capsules also give the ability for the character to roll up the corner of a ledge which adds a bit of tolerance to difficult platforming.

Techniques to Improve 2D Platforming

You can greatly improve the game feel of 2D platforming with some simple key mechanics. If the majority of your gameplay is platforming, it better feel good.

Implementing Dual Layer Auto Tiling With 5 Tiles

Auto tiling is a powerful technique in 2D gamedev that allows you to build levels much easier by setting a tile as populated or not, and having the editor programmatically place the corresponding tile.