The idea is that an abstract function needs to be defined by a derived class, and therefore the class in question can't be instantiated on its own and must be "abstract"
Oh
Then you either need to define the methods from the abstract class, or make yourself abstract
Same "bug" / "feature" that makes it possible for dwarves in that game to have preferences for foods like... "ant brain" and strange items like, "cardinal leather".
Hm. Collision code in the platforms or the actor objects.
It's better to have the 'few' moving objects check to see if they are colliding with other things, rather than each brick checking to see if someone has collided with them
Well, atm, I don't have any reason for platforms to care if they intersect each other. I think I'll just use a boolean: goingLeft and flip it when it reaches the left edge of its path.
maybe eh? I was planning on using the primitives library I made only for debugging, but I suppose I've grown fond of it and am starting to use it as a core game mechanic
use a textured quad and use your code to make it isometric, you do that with the ship, don't you? but in this case you will need just 1 sprite frame, so you wouldn't need to do anything else that making a quad with some 3d tool
Fix, as in make the sprite sheet frames slightly different so that where the frames look like they are facing match where the game thinks they are facing
I figured out the opposite, so... I can take a screen-angle and convert it to a sprite angle, but I can't figure out what sprite angle looks like XYZ Screen angle