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Enough smacktalk .... |
Graham Goring
Member #2,367
May 2002
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Wow! That's mostly really good. Nice big blocks moving about and pushing the player and everything. The only thing that seems off is the jumping arc. When you let go of SPACE before reaching the top it drops at an unnatural rate. Are you using a table of offset for the jump or something? Only that's what it feels like at the moment. I could suggest something which gave a far more smooth feel while maintaining the ability to alter the height of the jump the longer SPACE was held down if you're interested. |
23yrold3yrold
Member #1,134
March 2001
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Quote: Congratulations on actually doing some programming! I was honestly wondering when you would show up .... Quote: I could suggest something which gave a far more smooth feel while maintaining the ability to alter the height of the jump the longer SPACE was held down if you're interested. I'm open to suggestions. ATM, I honestly can't recall how I'm handling it -- |
Graham Goring
Member #2,367
May 2002
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Well, I just have a vertical velocity which is added to the y-position each frame. Then when you jump it's changed to -5 or something and then increased by .5 each frame, making you follow a nice arc. If you hold down SPACE, however, you make it so you only increase the y velocity by .3 or something each frame. Thus the longer you hold SPACE down, the less the effect of gravity and the longer the jump lasts. |
Thomas Fjellstrom
Member #476
June 2000
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Ooohhh, one other suggestion! You NEEEEEED a double jump in that game! just like the new UT has -- |
23yrold3yrold
Member #1,134
March 2001
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GG: That's what I'm doing TF: No. I hate double jumps (except the one in Yoshi's Island). That is the stupidest move ever. Wall jumps, maybe (but probably not, since it doesn't fit the character). What the hell are they jumping off of; air? -- |
Paul Pridham
Member #250
April 2000
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Yea, double jumps are totally unrealistic, when they should be locally modifying gravity to make themselves jump higher! ---- |
Thomas Fjellstrom
Member #476
June 2000
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ok.. -- |
Ultio
Member #1,336
April 2001
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What's wrong with a double jump? In megaman it was his boot upgrade. In metroid it was a spinney move, so you're not really double jumping - but spinning without getting dizzy. Don't get too crazy. It's just a game. Double jumping can be cool, unless you can do it all the time. Anything that you limit: the player will want it more. Think about it. (take megaman for example) How badly did you want to use Zero for a WHOLE game during the SNES X series. VERY badly since you could only use him that much more per game. Then came along the PSX version, and you COULD do it. Everyone says woohoo. Then the next one comes out and you can be Zero: Nobody cares. A double jump would be cool if you implemented it well: Ie - it's some kind of item that makes you double jump, or; being able to double jump off of an enemie's head. you know, jump up, and press jump before you land on top of an enemy and you can jump again. That would work, no? Anyways. It's up to you. It's your game. Sorry I got divergent and talked about limitations (it would be fun to jump off enemies, though) --- |
jcact
Member #2,203
April 2002
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hey i downloaded your demo at work and played briefly. It looks very promising. But now that I'm at home on a P.O.S machine your game won't run! The bmpfont test worked fine. I don't have the code for the demo but I'd guess you don't have code to cycle through the color depths like you did in the bmpfont? If this is the case could you add the lines and repost |
nonnus29
Member #2,606
August 2002
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So when can we expect the "Embedding LUA for game programming" Tutorial!? You know its a tutorial that NEEDS to be written..... If not you who? If not now When!? .. |
Paul Pridham
Member #250
April 2000
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BTW, if Lua is too much hassle for you, you might want to look at ICI: http://www.zeta.org.au/~atrn/ici/ It's a very C-like byte-code interpreted language, public domain (ie. totally free). Rather nifty it is. It's great with string stuff too. Of course, embedded FORTH is cool too, and O'Caml, and... ---- |
Flecko
Member #566
August 2000
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I got 99 to 100fps on my computer. 1ghz duron, 256megs of ram, Geforce2mx(32meg) running WinXP. And FYI, w/ or w/o vsync didn't matter because I have it disabled altogether. Seems to be a pretty kickass and robust engine you've got there Chris. I hope you make a pretty kickass game out of it. -Flecko ben's drivel |
kazzmir
Member #1,786
December 2001
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99-100 fps nice engine. |
kyle clark
Member #2,466
June 2002
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that was really good. keep up the good work and don't be so hard on yourself about the graphics; they're actually pretty good. 15fps next time put all of the files inside one main folder. |
Thomas Fjellstrom
Member #476
June 2000
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I agree with Kyle, the graphics look fine. (not awesome.. but what do you expect from a 1337 c0d3r such as your self?) -- |
23yrold3yrold
Member #1,134
March 2001
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Whoa, feedback flood .... Quote: So when can we expect the "Embedding LUA for game programming" Tutorial!? I'm already thinking about how I might outline it, but I want more experience with it. Give it time. Quote: not awesome.. but what do you expect from a 1337 c0d3r such as your self? I'm an artist first and a coder second jcact: bmpfont? What are you talking about? And I still don't like double jumps -- |
Graham Goring
Member #2,367
May 2002
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Really? The jump cycle at the moment looks kinda' artificial when it's exited prematurely. How odd. Still, it's still a nice engine overall. I look forward to seeing a game arise from it. |
JaTeR
Member #2,088
March 2002
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I got a steady fps of 45. nice and smooth.. good job! JaTeR
-- |
Thomas Fjellstrom
Member #476
June 2000
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hmmmm... Ok, Im going to need a good artist when my game engine gets to a playable point... (its an action-adventure/RPG game with a [hopefully] original story) -- |
jcact
Member #2,203
April 2002
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Opps, I'm dumb! I unstuffed your program in the same folder as a program called bmpfont |
23yrold3yrold
Member #1,134
March 2001
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Funny; it only runs at 640x480x16. That's not so bad, is it? Anyway, I would love to release an 8-bit version, but I'm not sure the best way to alter the bitmaps. Can I just use 8-bit color and convert the currently-24-bit bitmaps to use some pallete at runtime or something? Someone help me out here; I've never used 8-bit color .... -- |
Johan Peitz
Member #9
April 2000
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Well, having used only 8-bit color, here's my 2 cents. Also, the demo/engine is looking really cool. Good work. I'd love to see a game with it. I have to agree on the jumping physics though. When the player let's go of the jump button early I usually do something like: -- |
23yrold3yrold
Member #1,134
March 2001
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Okay, I checked my jumping code (I haven't gone near CPlayer.cpp in two demos I don't have Photoshop, but I'll see if there's some way to get the pallete if I have some time. My collision detection, particles and CObjManager's come first! -- |
Ultio
Member #1,336
April 2001
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About the jumping, if you're thinking about doing it realistically: The longer you would hold down the jump-button before letting go should determine the amount of jump you get. Think about it. When you jump in real life you can't just say "I'm done jumping, let's fall now". It all depends on how hard you kicked off. It would be interesting to see a game that implements this beause you'd have to figure out the timing for yourself if you were in a tight spot, you know. It could also get really annoying. Eh. Think about it. --- |
Redboshi
Member #2,331
May 2002
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I don't think he takes too long to turn around but he turns around too vertically after running at full speed. Try running that fast then doing a little vertical spin and crossing your feet to change your direction. Considering that you can even decide to change directions in the air, I don't think this jumping is very realistic. For the better, too. The system is good as it is for quick action. Looking great so far. |
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