Retrogamecoding(.org) > Games

NaaLaa - a small MultiScreen Platformer

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kevin:
Hi....one of my current projects which I am still actively working on and changing each time I look at it....I would appreciate any suggestions you have for improvements, or details of any bugs that you find...instructions are in the game, but the main thing to remember is that you can add or remove sections of the wall just by clicking on the screen where you want to make the change (but not at the edges) - but it costs you 10 seconds each time so use sparingly....thank you.....Kevin
Edit - I've found a more serious error in the code where the Player can get stuck and you need to force the program to close - so I've removed the attachement while I work on an improved version........

Mopz:
Sorry for the late response! There's so little time for fun these days.

I haven't played the game that much yet, been trying it while cooking :)

I had some problems with the jumping. Sometimes the character could jump the height of one block, and other times he couldn't. Also, why don't the keys disappear when you pick them up? Other than those things it was fun (and I'm sure it gets even more fun when I make some progress). The fact that you can add and remove blocks while playing makes it remind a little of Solomon's Key for NES.

Why not be inspired by Minecraft and let the player collect the blocks he removes so that he can put them at other places?

I'll play it some more when I get the time :)

kevin:
Hi - thanks for trying the game.....the character jump is quite precise so you need to be in the correct place and hold left/right while jumping.....it seems ok here but I need to work on the character collision with blocks anyway as it is too loose and makes him seem to be standing in mid-air sometimes -   I'll look at jumping as well as I'm not happy with the gravity effect either. The key disappears when I do it, but you cannot pick up a second key if you already have one - that is deliberate in the game so perhaps you were trying to get a second key? It may be better if I just show one key at a time I guess? Let me know please if this is not the problem and I will look into it further.
I like the idea of collecting the blocks before being able to add one........

Mopz:
Ok, probably my bad with the keys :) Maybe just slowing the jump down a little will make it easier to control?

When I use integers for positions and movement my jumping usually looks like:


--- Code: ---gravityTimer = (gravityTimer + 1)%4
if gravityTimer = 0 then playerMoveY = min(playerMoveY + 1, 5)
if keydown(VK_UP, true)
   playerMoveY = -5
   gravityTimer = 0
endif

--- End code ---

Doesn't make sense as a code snippet, but I do it like that in the platform "tutorial" I uploaded to youtube the other day. However, it may depend a lot on how you do collision handling etc.

kevin:
Thank you for the code example. I haven't looked at this Platformer for a while but will pick it up again soon and work on the jumping, gravity and collision more. I find my attention span is really short with the projects I work on in my spare time, and I tend to jump from one to another rather than seeing anything through to the finish...... :(

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