Enk said:
I think I've done enough to begin showing my game now.
Damn, that looks great for a march version...
Enk said:
There's still a few things I'm still not sure how to handle. For example I don't have parallax scrolling, which could be really beneficial if I could ever figure out how to get that working.
What is your problem exactly with parallax? What do you use for display?
Usually, what I do is multiplying the scrolling coordinates by a given factor (<1 for farther planes, >1 for closer planes) and use those scrollings coordinates for the other planes. I've updated the .zip, there's a plane at 50% speed.
The only issue with this solution is that if you're going e.g. from inside to outside, you have either to change some tiles in the backgrouds, or use something in the front to hide the backgrounds changing near the door (at 50% speed, 25% of screen before and after the door will do the trick). Or you'll see paintings and walls in your grassy plain...
Enk said:
Koren- I'm kinda going through the same problem as you. When I play my game the jumping feels fine but at times I wonder if it's because I'm used to playing it so much. In a lot of older games you are given some control to move back if you jump forward and I'm feeling my character may have too much control over when he jumps (kinda similar to yours).
Yes, but on the other hand, limited control while jumping will give you the feeling of first GnG, and I discovered recently that was really unplayable...
Enk said:
The only thing I really noticed about your jumping is that once the jump is at its peak and the gravity takes effect. It feels just a tad sharp, but that could just be me.
Thanks, I'll see how I can soften it a bit. I must say I kinda feel the same (it used to be softer) but since I was uneasy with it, I tried some metroids (Super, Fusion and Zero) and DoS, and I noticed that there were kinda sharp, so I corrected mine a bit, because I had really no issue playing with those games.
Besides, the fps control was buggy (corrected yesterday evening), so it could also come from here.
Anyways, thanks for the comment, that's truly appreciated.
Enk said:
Also I would love to know how you got your camera locked in the way you do. I've got the horizontal and vertical scrolling down but at times I wish I could keep it moving up and down.
It's unfortunately far from perfect... The basic idea is that the world is divided in screens (20x14 tiles) and each screen has a status for each side: FREE, STICK and LOCK (I hope I'll be understandable, because that's a bit difficult to explain)
The scrolling take into account the sides of the section where the player is.
If the sides are FREE, there's no limitation on the position of the scrolling (I use the same approach as Metroid, the scrolling move mostly when the player is moving, so that the main character appears in a "preferred area" on screen, depending on the direction he is going.
If one side is LOCK, the border must NOT appear on screen ( MAX(,) style, if you see what I mean). I compute the position for scrolling normally, and if one of those borders is on screen, I enforce a quick scrolling (if both side of a frontier between two sections are LOCK, you get somethink like Metroid doors)
If one side is STICK, the scrolling got stuck on this side when it reach it, and don't go further as long as you don't approach it very close. Should you make the separation move by going close (and make the separation appear on screen), the scrolling will become free. Again, the best thing to compare is Metroid: if there's a secret passage, the scrolling won't reveal it until you enter it, but after that, the scrolling is normal.
It's still not perfect, and I have to refine a couple of things. The main issue is going from a vertical area to an horizontal one and ensure that the forced scrolling with LOCK separation is smooth enough, and areas outside of corridors don't appear.
Why would you do that? said:
Wow. I finally got my butt in gear and created what I feel is a good engine for my game.
If you wish, you can test it out and give feedback.
Really nice effect, I'm getting a ALttP feeling with the ledges. Congratulations. And the shade is a really nice touch.
I really should try Game Maker one day...
Why would you do that? said:
and programming enemies (oh god the enemies...)
Hmm... Gambare! I'm also a bit scared by that, I'm expecting a lot of work on those...
And graphics... it takes an insane time, that's the only reason I'm thinking I would not be able to finish his.
Why would you do that? said:
- Koren, I would love to try your engine. I will do so now and edit this post with impressions.
Edit: I can't run your game because I don't have Cygwin1.dll.
Oh, I'm sorry. Forgot about it. *I* may use an old version of the DLL (I've bad memories of cygwin updates that turn everything into a real mess, nothing compiling anymore, so I don't update very often).
That's corrected...
Downloadable at the same address
For the price, you'll get a more steady fps, all planes (even if only three of them have tiles) and the differential scolling, and some basic/placeholder graphics (sorry if many tiles are still using solid colors)
I'm happy because, even If I'm still a very bad graphist, I'm getting better, at least at hiding the patterns from the tiling. I've already said it often, but I'd like to thanks Tsugumo and its tutorial
So you want to be a pixel artist?
http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/
I discovered many tricks myself before this article, but a couple of things were new (use dark blue for shades, use black only for specific things, good contrast usage, etc.) and rally, really useful. A must read... I wish more designer nowadays use those rules to differenciate objects from background (it also works in 3D).
Why would you do that? said:
The point is, any programming experience is good experience. Once you learn to program in one language, learning another won't be very hard at all.
I try to learn at least one language each year, the more you know, the easier it becomes. And when the language is stupid (Whitespace, LT, Brainfuck, Shakespear, etc.), I find it really funny to learn (and to use, at least once... I wouldn't use them daily).
Andrex said:
I always come to think artists have it so easy making games. :/
Art is, at least for me, a nightmare... I think I'm a decent programmer, and I can code anything I can imagine (with reason), but I'm never close to be able to draw 5% of what I'd like to draw.