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Project: Lil' pirate 8 bit
Project Started: 26th January, 2011 Last Update: 31st January, 2011
Project Owner: AndyUK Project Members:
Project Type: Platform game Project Progress:

Getting back in the groove.
Posted 26th Jan 11, by AndyUK  
The game is already quite far along in development. I reused loads of events and tools (why not?) so development was fast. Until I hit a bug.
The original Lil' pirate used a silly seperate detector for each enemy, and although it worked it wasn't terribly efficient. Since then ive rewritten the events so each enemy has it's own set of internal detectors. But for some reason the ledge detection wouldn't work!! So ive decided to just cut that feature out.
Preview

Preview


Posted by ILIKESCIFI Games 26th January, 2011

hey! sweet old 90īs style! like!
 
Posted by Jon Lambert 26th January, 2011

I have ledge detection for the enemies in my game. I made it work by using a fast loop and testing if the enemy's alterable value matched the loop index.
 
Posted by AndyUK 27th January, 2011

Does it work with both backdrops and solid actives? because my method worked until I added events for actives and backdrops.
 
Posted by Eternal Man [EE] 27th January, 2011

You probably have some line of code telling it to detect only if it overlaps both an active and a backdrop. Tends to happen to me quite often!
 
Posted by AndyUK 27th January, 2011

It's one of those things that gets you stumped for ages and when you find the problem it's extremely obvious.

But I don't have time to spot it.
 
Posted by Ski 28th January, 2011

Looks like an over use of dithering. The only things that really need it are the ground tiles and clouds, perhaps.
 
Posted by AndyUK 28th January, 2011

Yeah actually, i kind of agree. Dithering everything is a bad habit of mine.
It looks ugly in fullscreen.
 
Posted by The Chris Street 28th January, 2011

This is looking pretty good. Although my main criticism is that its far too familiar. Please please use a new engine for this game!
 
Posted by AndyUK 28th January, 2011

heh, why?
 


 



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