In last month’s Develop, Bossa Studios game programmer Rodrigo Monteiro presented the first part of a detailed guide to implementing 2D platformers. Here he continues the piece with the second and final part
68| AUGUST 2012
PREVIOUSLY RODRIGOMonteiro pointed to four dominant ways in which a 2D platformgame can be implemented at studios. In the article he explored the merits and challenges of the two
primary tile-based approaches; pure and smooth. This month, he tackles the rather
more complicated matter of the final two methods: bitmask and vectorial 2D platform game creation.