blink.....
The collision with the slime is very simple and a simple raycast from position 0 to -100.
the slime tiles are randomly placed at positions 0-8 to 0-60 etc.
The player uses no collision on its object at all and we simply use raycast to detect if anything is in the raycast range of the player.
Coins and jewels are at the same layer as the player so i only neaded a simple spherecast....
I dont know but 3d seams so far work better then pure 2d in performance ?
And we have the coolnes to use the shader pack for 2d games...
Gravity is manual and a simple gravity versus thrust counter so no physics.
Goleorn.....
The 2 assets packs tgc sells are some great value art pieces to save some time while prototyping and testing..
Like this Project took me 2 Days instead of a week thanks to the asset packs.
Ps.....
I have the full concept of a 3d to 2d game Engine but not the time to fully do it right now..
Its planned to be a open source Project when i have the time.
Pixelstein takes alot of time currently and is pretty massive for a one man Project...