He’s Dead Jim
Made some good progress on my game today: actual loss conditions! But sadly I ran into an issue that I just can’t overcome. I was making a forced-scrolling beat ’em up with endless runner elements and the player needs to be within the bounds of the camera. Unfortunately I think Phaser only checks for collisions for “real” movement and not the visual movement you get when scrolling a camera. Because of this I can find no way to keep the player on screen AND also detect when they get “squished” by something at the edge of the screen.
On the bright side I did learn a ton about all the new stuff I used for this Jam. TypeScript is amazing and I might even try to get it introduced where I work. Visual Studio Code help up like a real champ – the near-perfect combination of Text Editor and IDE! I don’t feel I can really judge Phaser because of how little time I have put into it, but I do have a deeper appreciation of what Game Maker Studio does now.
