Bouncin 2 – auto moving tiles


The other night, I sat down trying to figure out the best way to prioritize between the tiles that are set to move automatically. Wanted to keep it as simple as possible, not forcing the level designer to have to set this manually, since this can/will also be quite hard to predict in more complex levels anyway. Above is a short screen cap, showing debug gizmos for the colliders I use to raycast if destination is free etc.

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