I have read documentation on the POKEY audio chip in the ATARI 800XL, and barley understood how it works. But for sound i would not know where to start. Graphics are "easy" too me, so i made a tile editor to do the dirty work. Which sound utilities will you be using?I really don't know that yet. I know it's not perfect yet but i have to start somewhere.Īs for the controls i will keep configurable controls in mind when cleaning up the current code. I just made a quick new demo and wanted it to be more like a game, instead just a moving sprite. As long as he doesn't do something stupid with that it should be fine =PPhysics are not implemented yet, i will have to look into that. Technically the right thing would be to provide configurable controls. There is no acceleration at all (horizontal or vertical).Īlso why jumping only with A? D: I'd use A and C for jumping and B for dash/shoot. To be fair it looks like he didn't even implement the proper physics yet. #SUPERTUX CONTRIB LEVELS CODE#The code right now is very inefficent, i just wanted too have tux make a jump, float a short period and then go down again. Nice if the animation could be slown down at the highest point of the jump, so theĬhange from going up to going down doesn't come so abruptlyYou are right about the border at the top, i noticed in the orignal that Tux seems to float a little while and i tried to do the same. The jump animation looks, like you are hitting some border with your head. Is, when you CAN'T control the direction after you jump. One thing that always annoys me in platformers I think it's very usefull if you make a jump but want to correct an error, but i will look at a few other games and see how they handle it.īut that's not an issue, it is a feature. In Project MD you can change the direction during the jump. While jumping the direction should not be changed, but forward motion can be slowed down. you can still control his direction after jumping.I just tried this in the original, and you are right. Sprite = SPRITE_IDLE (the > 2 is to avoid that animation from going too fast, tweak stuff as you see fit, the above is just an example) Sprite = SPRITE_RUN + (animtimer > 2 & 7) What you can do once you have a test map: Collision against map Gravity (vertical acceleration)īy the way, you can determine which animation to use based on the variables of the player. What you could try right now: Acceleration when walking Friction when not walking Which direction you're facing Some simple animation code Some stuff you may want to store for now: Horizontal coordinate Vertical coordinate Horizontal speed Vertical speed Direction (facing left or right) Flag to mark you're stepping on solid ground no need to have all that in the background) You may want to start working on the structure to hold the player data and render that sprite? (and get rid of all the hello world stuff.
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