Topic:   Platformer   (Read 22441 times)


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Zoo


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Platformer
« on: December 26, 2010, 05:11:19 PM »
Hey, Is there any way GM can make a platformer (Preferably scrolling type)? I just thought a GM platformer would be fun to make.
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Tireas Dragon


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Re: Platformer
« Reply #1 on: December 28, 2010, 12:27:40 AM »
You mean when you move the whole screen moves, instead of just you?
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Zoo


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Re: Platformer
« Reply #2 on: December 28, 2010, 11:14:02 AM »
yeah.
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Silverwind


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Re: Platformer
« Reply #3 on: December 28, 2010, 02:58:23 PM »
It's possible, but it's never really been done as far as I recall. I might try to cook something up myself.
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Connors


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Re: Platformer
« Reply #4 on: December 28, 2010, 11:47:47 PM »
Never really been done? I might have to try and make one later, I had some ideas as to how to set it up.
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Tireas Dragon


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Re: Platformer
« Reply #5 on: December 29, 2010, 10:27:03 AM »
Its quite simple you just have the map move the opposite direction as much as you would move the man and leave the man in the center. If you have a very large map however it will get quite laggy. Especially if you have more sprites on the screen.
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GabrielCA


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Re: Platformer
« Reply #6 on: December 29, 2010, 11:22:03 AM »
Wasn't there a platformer demo with the old version of SC ?

Perhaps for a GM platformer you could scroll the screen its whole length when you reach the edge
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Re: Platformer
« Reply #7 on: December 29, 2010, 03:32:09 PM »
You guys are killing me! Just check the Tutorials on the GMG.
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Zoo


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Re: Platformer
« Reply #8 on: January 01, 2011, 01:26:15 PM »
oh, you mean the "physics and platformer demo"? That doesn't work.
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Re: Platformer
« Reply #9 on: January 01, 2011, 01:33:01 PM »
you would have to find a way to determine hit detection with with the platforms, so i think the easiest way would be to have the platforms as sprites and set a "hot spot" for each side of the player sprite to determine what side is touching an obstacle  and stop movement in that direction by moveing the sprite to the edge of the platform its touching depending on what hot spot its collideing with. then you would have a gravity variable pulling the player sprite at every timer loop. so it seems possible but i dont think it would be very versitile for a game, might make a good mini game though
« Last Edit: January 01, 2011, 01:33:52 PM by EqwanoX »

Connors


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Re: Platformer
« Reply #10 on: January 03, 2011, 10:58:10 AM »
Oh I think with some work you could make it work fine. Here's one idea:
See if the player will collide with each block based on where he's about to move. For example if he's falling check to see if the bottom edge of the sprite will overlap any blocks (based on the speed) and if it will then set it's height to the top of that block. That way he won't overlap it for 1 frame.
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Re: Platformer
« Reply #11 on: January 03, 2011, 06:54:34 PM »
I made an engine for one in GM a long time ago.

EDIT: Found it, http://www.gamemakersgarage.com/index.php?cat=articles&id=7
« Last Edit: January 03, 2011, 07:07:14 PM by x »

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Re: Platformer
« Reply #12 on: January 07, 2011, 04:03:31 PM »
Yeah, I know, but it doesn't seem to work.
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Re: Platformer
« Reply #13 on: January 07, 2011, 06:53:20 PM »
Quote
Yeah, I know, but it doesn't seem to work.

Elaborate.

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Re: Platformer
« Reply #14 on: January 08, 2011, 07:56:58 AM »
Quote
Yeah, I know, but it doesn't seem to work.

In the "Begin Demo" button script in card 1, change:
ON TIMER 0
to
ON TIMER 1

It would probably run faster if you rewrote it to be in the card script using the "Loop Script" option instead of the TIMER.

The keys to move are:
A = left
D = right
W = jump

« Last Edit: January 08, 2011, 08:03:31 AM by AlStaffieri »