Hi chaps, I've recently had a bit more time to do stuff outside of work and decided to turn a tigjam game into a more full bodied game. Anyhoo the game in question is a 2D text driven platformer, with some use of basic physics for level interaction.
Here's a link to the latest build:
http://www.billyfletcher.com/unity/platexty.htmlThe commands are 'left','right','stop','jump','shoot','grab','drop','throw' and 'crouch'.
Anyway i've been using Unity for quite a while now and while it's fantastic for most things, doing 2D in it with the built in ConfigurableJoints to constrain them to a 2D plane is a nightmare. I'm not sure if it's some unexposed global joint stiffness value Unity doesn't expose, but as is they're incredibly temperamental and prone to random fits of flying about.
I've done a number of things to try and combat this, I made a rigidbody based character controller that uses spring forces to move about so it collides properly, tried different approaches to keeping stuff in 2D planes (like a script that constantly sets the rigidbody's rotation to identity and Z position to 0), but every approach seems to have some gigantic drawback.
Anyhoo, this issue, combined with the much smaller possibility of portal licensing with Unity is pointing me in the direction of Flash, which is obviously a lot more suited to a 2D project than Unity ever was. The main issue I have with switching the project over is time, so my main questions are:
Which of FlashPunk/flixel will suit a component based Unity game?
Is Box2D temperamental when dealing with combining rigidbodies so shapes from one body transfer to another?
Are there any areas that are going to be markedly different from typical game development that I should brush up on?
Also any suggestions with regards to the Unity 2D joints issue would be awesome too, even if I switch over this project I don't want to discount the possibility of doing more 2D plane stuff in Unity because it's too much hassle to deal with.
Thanks in advance to anyone kind enough to help, I love you all dearly.