<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/3ed5218efa46418daa306a2dc24893f8&quot; frameborder=&quot;0&quot; width=&quot;1662&quot; height=&quot;1246&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1246</height><width>1662</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1246</thumbnail_height><thumbnail_width>1662</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/3ed5218efa46418daa306a2dc24893f8-6fcf26be9496050d.gif</thumbnail_url><duration>804.965</duration><title>Pirate&apos;s Quest Game Development Walkthrough, Player Physics and Rooms</title><description>This Loom explains Martin LeDroy’s contributions to a group-made platform game, focusing on the player, physics, and room level design. He demonstrates mechanics like friction with skeleton enemies that requires jumping to pass, a jumping and landing system, and winning by grabbing the key and touching the chest. He details player physics parameters including gravity set to 1, jump speed set to negative 22, and max fall set to 18, plus code functions for landing on platforms. He also describes the room system with key, chest, opening, collisions, skeleton handling, and sizing the game to 1440 by 810 using Java 8 for 14 inch screens.</description></oembed>