Topic:   Platforming and Collision Code   (Read 10448 times)


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Zoo


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Re: Platforming and Collision Code
« Reply #15 on: August 24, 2012, 06:05:10 PM »
Oh, and make the sides loop too, unless you're gonna add scrolling
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Re: Platforming and Collision Code
« Reply #16 on: August 24, 2012, 07:47:28 PM »
Chances are falling off the bottom will kill you in the final product! However the game mechanics are not yet in place, people. I need to do a little planning. I don't even know if this is going to be like Meat Boy, or be a puzzle game, or if it will have enemies to fight!
Chances are it will be some combination. Perhaps this is where I need some assistance - we can do it mspaintadventure style! You guys suggest what will happen, and I pick and choose which suggestions to follow and otherwise do what I want to regardless.
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Re: Platforming and Collision Code
« Reply #17 on: August 24, 2012, 10:22:20 PM »
Oh god he can die now. And making that animation took longer than it logically should have. The lag is part of the game damnit!

PS: I was just having fun. %99 chance I'm gonna revert to #6 and program death better.
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"In a great game, the character must never perfectly obey the user's command"
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Zoo


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Re: Platforming and Collision Code
« Reply #18 on: August 25, 2012, 11:00:57 AM »
Love the death animation, needs a respawn button and a goal.
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Re: Platforming and Collision Code
« Reply #19 on: September 03, 2012, 11:52:29 PM »
This one is a proof of concept that shows the game can reset and switch levels no problem, if I get the level editor to behave than it's gonna be smooth sailing from here on out!

There's three levels, the last one's impossible.

The goal is green. Also, arrows move and option is jump.
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"In a great game, the character must never perfectly obey the user's command"
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Zoo


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Re: Platforming and Collision Code
« Reply #20 on: September 04, 2012, 04:28:32 PM »
SPACE OR UP TO JUMP!!! SERIOUSLY!!!

1. I like how he now respawns.
2. Flip the spikes that kill you from the bottom, and make normal spikes not kill you from below.
3. I like the character, he controls well, bouncy and fast, but still responsive and handles well.
4. He controls like super meat boy... Just sayin', I should be able to wall jump.
5. up to jump/space
6. Difficulty curve. You shouldn't die on the first level. It should be REALLY easy. The levels get gradually harder, teaching you how to play as you go along.
7. WHAT HAPPENED TO THE AWESOME DEATH ANIMATION?!?
« Last Edit: September 04, 2012, 04:36:04 PM by Zoo »
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Re: Platforming and Collision Code
« Reply #21 on: September 05, 2012, 04:18:28 PM »
Here's it is people! This is the big one...
Included here is the latest version, plus a rudimentary LEVEL EDITOR!

...Warning: Level editor currently will not load levels and may never load levels unless we make a better way to do it! ;)

EDIT: I forgot to mention that I can still make changes to the controls, although this would mean different level designs. Possibilities include Wall-Jumping, holding jump to go higher and/or general changes to the physics. What do you all think?
« Last Edit: September 05, 2012, 04:20:43 PM by Connors »
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"In a great game, the character must never perfectly obey the user's command"
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Re: Platforming and Collision Code
« Reply #22 on: September 05, 2012, 04:38:55 PM »
Add wall jumping and low/high jumping. That's a good idea. I like the editor. Very... original idea...



Made you a level, editor works great, even though it still tells you the "enemy limit" and so on.

LET map$(1)  =  "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(2)  =  "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,G,"
LET map$(3)  =  "0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,1,"
LET map$(4)  =  "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(5)  =  "0,0,0,1,1,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(6)  =  "0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(7)  =  "0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(8)  =  "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(9)  =  "0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(10)  =  "0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(11)  =  "0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(12)  =  "0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(13)  =  "0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(14)  =  "0,0,p,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,"
LET map$(15)  =  "1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,"
LET map$(16)  =  "2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
LET map$(17)  =  "2,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,"
LET map$(18)  =  "1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,"
« Last Edit: September 05, 2012, 04:47:13 PM by Zoo »
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Re: Platforming and Collision Code
« Reply #23 on: September 05, 2012, 08:13:00 PM »
found a glitch, you can fall through the side to the bottom
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Re: Platforming and Collision Code
« Reply #24 on: September 05, 2012, 08:28:59 PM »
Can you be more specific Zoo?
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Re: Platforming and Collision Code
« Reply #25 on: September 05, 2012, 08:29:46 PM »
No wall on left edge, walk over edge so you just fall through. come out again under platform
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Re: Platforming and Collision Code
« Reply #26 on: September 05, 2012, 08:40:50 PM »
Perhaps I should have him die if he leaves the screen?
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Re: Platforming and Collision Code
« Reply #27 on: September 05, 2012, 09:23:45 PM »
Maybe just block off the sides?

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Re: Platforming and Collision Code
« Reply #28 on: September 05, 2012, 10:42:14 PM »
Haha, I love what you did with the level editor  ;D
This game is really starting to look good.  The controls are nice and responsive.  The long jump at the end of level 1 makes it feel like the physics are tuned just right to make the game challenging.  And I like how the hat is a symbol of Square Dude's coolness, staying on his head while he's alive but flying off when he dies.

Connors


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Re: Platforming and Collision Code
« Reply #29 on: September 06, 2012, 08:01:26 AM »
Maybe just block off the sides?
First, I might add scrolling later. Second, that's pretty much up to the level designer.

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"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/