The Daily Click ::. Forums ::. Klik Coding Help ::. Custom Platform Engine - Need Movement Ideas
 

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OMC

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10th May, 2009 at 01:38:16 -

If you do all this and do it well, I will give you a homemade chocolate chip cookie.

A cyber one, of course.

 

  		
  		

UrbanMonk

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10th May, 2009 at 01:56:45 -

Nevermind

Edited by UrbanMonk

 
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JetpackLover



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10th May, 2009 at 03:08:07 -

Running up a wall to get up it, or you can run up the wall then hit the opposite direction to back flip off the wall. I would imagine it would have a strong horizontal velocity so you can get the drop on an enemy chasing you or something. Also swinging on ropes or what have you. Is there gonna be crouch walking? Also if you are going to have ice covered ground how about ground that is hard to move in, like how it happens in a racing game if you go over dirt.

I'll add more to this as I think of them.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

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-J-



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VIP MemberThe Cake is a Lie
10th May, 2009 at 03:28:03 -

"Also swinging on ropes or what have you."

That would be cool, perhaps a grapple hook or something that be shot out at anchor points to swing across gaps?

It might be really hard, but maybe even something similar to the Ninja Rope in that old Worms 2 game?

 
n/a ...

Jess Bowers

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11th May, 2009 at 16:20:23 -

Hey guys,

Thanks for all of the excellent input! I really do appreciate it. Also, I am quite serious about this project. As most of you know, I've been working on my "first great project" ... Captain Plokey. But lately, I've become somewhat obssessed with custom platform engines. Over the past few months, I've downloaded just about every engine I could find. The cool thing about these engines is that while many have common features - many also have some radically different code. Most of the engines have been pretty basic, but there are a few which I've been really impressed with! I can't name all of my sources (as some have asked me not too) but I will be handing out a few "coding trophies" to them all as I accumulate the points.

While all of these engines have been great (and fit the style of their respective games), I've really been intent on building a near "feature complete" engine. I've seen so many different cool features and wondered how they would integrate into a single engine. Additionally, the reason that I created this thread under "Klik Coding Help" is that I want to (1) get feedback from you guys and (2) make this open source.

While I understand why some of you don't make your games open source (especially if you intend to sell the game), I am a huge fan of open source. I would not have made any progress on this stuff if I didn't have help (or tutorial-style code) from others. Folks who make code available to me (if only to help me understand what they did) have my gratitude! So, if I am able to help anyone else out by making my code open source to them - then that would make me very happy. Even Captain Plokey (when it is finished) will be open source.

Recently, I responded to a thread on mfgg.net about open source engines. One of the long-time forum moderators urged people to not make their custom engines "open source" because he felt people would simply take the engine and (without modification) create a game. This would (and has) resulted in a number of games that play and feelt the same. While I understand this may frustrate the folks who frequent the site looking for "new and different" Mario games - I also feel the open source engines are indespensible tools for the casual game developers. How else will we understand how some of the more complex features are programmed? Additionally, some of these feature complete engines demonstrate how some sections of code must be "turned off" or "disabled" so that other parts can be executed. There are so many benefits to looking at a near feature-complete engine that I just can't understand why someone would try to deny someone from viewing one. Anyway, I don't think either of us will ever agree on that topic.

But, I'm going stick by what I believe in and attempt to do the following:
1. Create a "near" feature-complete custom platform engine (I say near because you'll never have everything - but you can do a lot)
2. Elicit feedback and help from you guys (again, that's why this is under "Klick Coding Help")
3. Publish the "open source" custom platform engine to the Downloads when it is finished

As there are a lot of features, I think I'll post incremental versions so that you guys can see the progress and make comments. I've started to make the sprite which I'll keep fairly basic:

Image

I've been working on slope movement lately so hopefully I'll have a version 0.1 to publish soon. Again, thanks and keep the ideas coming!

Jess


 

Jess Bowers

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11th May, 2009 at 20:07:38 -

Okay, I drew the "Walking" animation for the sprite. For some reason Jasc Animation Shop is dropping some of the colors but here is an animated GIF that, for the most part, shows what it will look like:

Actual Size (100%)
Image

Closeup (200%)
Image

MFA to see the real (smoother) animation:
http://jessandmichelle.com/files/plokey/CPM_v0.1.mfa

 

UrbanMonk

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11th May, 2009 at 20:37:38 -

That's really nice animation, I wish I could do that!

also thanks for making a near "feature complete" engine
when it's done I'll definitely take a look at it!

 
n/a

Jess Bowers

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11th May, 2009 at 22:32:03 -


Originally Posted by UrbanMonk
That's really nice animation, I wish I could do that!

also thanks for making a near "feature complete" engine
when it's done I'll definitely take a look at it!



Thanks! And don't wait until it is "done" to take a look at it. I'll need some help once I get into the "stickier" movement types.

Also, here is the running animation:
http://jessandmichelle.com/files/plokey/CPM_v0.2.mfa

 

OMC

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11th May, 2009 at 22:34:44 -

I admire your dedication. I'm really looking forward to this. You ought to start a project page for it.

 

  		
  		

W3R3W00F

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11th May, 2009 at 22:47:25 -

VERY smooth animation! Looks fantastic!

 
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Jess Bowers

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12th May, 2009 at 20:58:04 -

I'm using the Super Mario engine I was working on as a base. So, if it feels a little "Mario-ish" ... well, that's why. Hopefully it'll feel more generic ... or "universal" ... as features are added. I'm hoping to have something I can post within a week or so.

Image
(click image to enlarge)

Also, I am using a cr*pload of counters. I don't know if that is the best way to build the engine or not... but it seems to work. Once I get the MFA post, you're constructive criticism is definitely welcome.

Any new movement ideas?

 

JetpackLover



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13th May, 2009 at 01:09:15 -

I think the counters are alright, it wouldn't be hard to switch all of it to alterable values if anyone was so inclined.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

Follow me on the twitters https://twitter.com/JetpackLover


OMC

What a goofball

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KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
13th May, 2009 at 01:27:08 -

Alterable values would be a more contained system, but there's nothing wrong with counters if that's what you want to do. Easier to read what's going on at runtime.

 

  		
  		

Cecilectomy

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13th May, 2009 at 01:57:32 -

i always have a text string display all my alt values for viewing at runtime. that way they have a name too.

xpos: 10
ypos: 6
xforce: 23
yforce:-10
bottom: 0
left: 0
right: 0
top: 0

etc etc so i can keep it contained AND see whats going on at runtime.

 
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Jess Bowers

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13th May, 2009 at 02:16:08 -


Originally Posted by The Cecil
i always have a text string display all my alt values for viewing at runtime. that way they have a name too.



Hey Cecil,

Can you put together a small MFA to show me what you mean? Sorry if I'm being daft on this one but my brain isn't working quite now.

Thanks!
Jess

Edited by Jess Bowers

 
   

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