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http://www.geocities.com/netspyder101/sidescroll.html
Ok, I've added some side scrolling effects to it now, the background is just drab gray until I decide what I want to use for it.
Instead of having a seperate test for each platform, I've had each platform check to see if the ball is within it's Xbounds, and if it is, set a _root variable to it's name, then the ball just uses that variable in the test for landing on a platform. Saves a LOT of space, and speeds things up quite a bit.
Game is still on 65kb, but we'll see what happens when I decide on a background and add a real char instead of the bouncy ball.
Any suggestions for what is in so far?
Movement seem alright?
Jumping seem fine?
Spyder
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Senior Member
Yep it works and its cool.
In my platform games the hero always wants to go down. ( that is gravity ) now each platform is running a separate hitTest() code in one line. when a hitTest() is positive the platform pushes the hero up wiht the same value as the gravity. So the ilusion is that the hero landed on a platform. No additional calculations.
Mad_sci
PS. Im not saying that your way is not good. Just giving another view for the readers.
Mad_sci
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Ya know, I've noticed something in both of your games, just a little thing...
Most console side-scrollers restrict your movement when you're in the air... So mid-jump, maybe the left and right movement would be 1/2 or 1/3 as effective... Just a slight detail...
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Senior Member
Xentor, your last comment: Not true. That's just an illusion when the gravity starts pulling the character down faster than his X axis movement.
Pull out Super Mario World and you'll see what I mean.
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Alright, well maybe not mario, but the more realistic (And I use that term loosely) games do... I don't mean slow down your X movement, but make it harder for you to say, jump to the right, then move left in mid-air and zig-zag at ground-speed as you fall.
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I've modified it so that if you are jumping or falling, the Xvelocity increase from pressing a key is 1/2 of what it is when you are on the ground, I'll upload my new footer Monday night so you can see what I mean.
Spyder
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Senior Member
Xentor:
What you're describing is the deceleration from Run to stop on the ground. This is usually the same in the air. It appears slower because you're viewing changes in the Y placement at the same time.
Like I said, grab a copy of Super Mario 3 (nes), or Super Mario world (snes) and examine it.
And don't say "well maybe in super mario..." because fact is the controls in super mario are 100% on the money, tight and responsive.
You could also check out Mega Man games (there MegaMan X on PC). The control there is prettty tight and clean too, but not quite like Mario (it's a little quicker. Less X decelleration and accelleration).
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hi guys
just wanted to post something the Ultimate Arcade started today that may help show you how smooth things can be:
http://www.ultimatearcade.com/1_new/jump2.html
i had the bacground doing the super mario quasi 3d parallax thing and it looked cool but it substantially was slowing things down. we may stick it back in with less movement, a smaller window, and a smaller jpg.
1d parallax runs fine, but 2d really slowed things up. anyone else noticed that before when doing games?
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sorry,
here is the slow playing parallaxed version:
http://www.ultimatearcade.com/1_new/jump.html (before i put int he man )
and without a bg:
http://www.ultimatearcade.com/1_new/jump3.html
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