Submission timeline
2007–2026One slot for every year since HN launched. Height is that year's peak points; orange marks a 100+ point or 50+ comment breakout. Select a bar to open its strongest thread.
First comments on top threads
HN comment order> Before anything on the scene is stepped, determine whether the character is standing on a moving platform. This can be done by checking, for example, whether his center-bottom pixel is just one pixel above the surface of the platform. If it is, store a handle to the platform and its current position inside the character. I implemented a 2D platformer with moving platforms once; we solved this simply by using another rule in the article — the one for…
One other example of the "bitmask" type of platformer (although you probably wouldn't call it a "platformer", at least not a "jump'n'run" game, as far as the genre is concerned) is Lemmings. The levels of the original Lemmings games are definitely not saved as bitmaps (at 120 levels, that would have far exceeded the capacity of an Amiga floppy), and they're not tile-based either. AFAIK the levels (https://www.mobygames.com/game/amiga/lemmings/screenshots/ga...) were created by repeating certain graphical elements…
I like the idea of a guide like this. Reminds me of “Implementation of Hex Grids,” another high quality game-related guide: https://www.redblobgames.com/grids/hexagons/implementation.h... and before that, “Beej’s Guide to Network Programming”: https://beej.us/guide/bgnet/
Very informative. The use of code examples is a nice touch. I imagine that a lot of novice game developers could benefit from this guide.
The first top-level comment from each of the four biggest threads, in HN’s own order. Excerpts are shortened; open a comment for full context.
- Breakout years
- 3
- Total points
- 668
- Total comments
- 81
100+ points or 50+ comments
reference only — not used in Hall rules or ranking
reference only — not used in Hall rules or ranking
Every submission
| Date | Title as submitted | By | Points | Comments |
|---|---|---|---|---|
| 2012-05-22 | The Guide to Implementing 2D Platformers | mrclownpants | 31 | 2 |
| 2012-06-04 | The guide to implementing 2D platformers | iiska | 5 | 2 |
| 2012-08-21 | The guide to implementing 2D platformers | geca | 3 | 0 |
| 2013-02-25 | The guide to implementing 2D platformers | networked | 2 | 0 |
| 2013-09-18 | The guide to implementing 2D platformers | Impossible | 1 | 0 |
| 2015-09-11 | A guide to implementing 2D platformersFirst breakout · Best thread | ingve | 307 | 32 |
| 2017-12-29 | The guide to implementing 2D platformers | ingve | 2 | 0 |
| 2019-02-24 | The guide to implementing 2D platformers | ingve | 1 | 0 |
| 2021-04-02 | The guide to implementing 2D platformers (2012) | Tomte | 2 | 0 |
| 2021-09-10 | The guide to implementing 2D platformers (2012) | Tomte | 2 | 0 |
| 2022-05-20 | Guide to implementing 2D platformers (2012)Hall induction | Tomte | 190 | 37 |
| 2024-09-27 | Guide to implementing 2D platformers (2012)Latest 20+ point return | vvoruganti | 122 | 8 |
