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Project: 2.5 Dimensional Platforming useful for BEATemUPS
Project Started: 21st January, 2009 Last Update: 6th October, 2009
Project Owner: MBK Project Members:
Project Type: Experimental Engine for MMF/TGF 1 or 2 Project Progress:

HERE IT IS! The basic movement complete.
Posted 29th May 09, by MBK  
Check it out and be amazed at my needlessly insane methods of coding something simple!

I Commented it so hopefully some of you can grasp my overcomplification of something simple.

http://www.mediafire.com/download.php?2dy1xnzomkj


I guess I'll keep working at this if you all think it's good enough (no more complete re-codes), and add solid walls, fighting combos, and some enemies with generic AI to smack around.

If you don't like it ... well, I can always re-code it again.

Btw, If you like it ... it wouldn't hurt to favorite my project ya know!
Preview


Posted by OMC 29th May, 2009

Hmm, it's still pretty buggy. He lands on the platform temporarily when I jump over it. And I can walk through the platform. O_o

Looking nice though! If you can fix those bugs it'll be an awesome engine. Love the character graphic.
 
Posted by MBK 30th May, 2009

Well, it's only the foundation that's done.
It won't be a full-fledged engine until it's finished.

If you take a look at the Comments, you'll see that I already know about the walls not being solid yet.
I'm working on it.

What do you mean by "temporarily lands on the platform" ? ... Are you just talking about the jump animation? If so, well, I might change that, haven't decided. I thought it made it look more genuine. <shrugs>

If not then I suppose you mean the fact that you can jump directly onto the platform from underneath if you let go of the jump button right away. And if you keep it held in, you'll jump up past. Then let go, you'll land on the platform, but keep holding jump and you'll fall back through to the ground. Is that what you mean?
That's just how I designed it, it's no bug.

Edit: oh, I think I know the bug you mean .. sent you a pm about it explaining why it's there.

Btw, I only put the thing at 97% to try an' get people to look at the project and source. ... lol. I'll eventually drop it back down. I need to clarify that I'm completely finished with the foundation of the engine only (not the foundation of the game, as that is what an engine is). So far it's just the movement, TGF1 layering system (anyone who's tried and failed knows how big of an accomplishment that is), and landing on platforms correctly.

Solid walls are what I'm currently working at. (i'm trying to figure it out with the 8 directional movement) ... take a look at some of the old sources to see how to make it with custom 8 direction.
The reason for this is so I can alter the speed more easily when it comes time for running.

The fancy stuff is yet to come. Stuff like multiple hit attacks, enemies with AI, special moves, double tap dash, etc.

Comment edited by MBK on 5/30/2009
 
Posted by Dr. James MD 30th May, 2009

This isn't a 2.5D engine, it's a top down engine with variable floor heights.
 
Posted by MBK 31st May, 2009

2.5d refers to psuedo 3d coding mixed with 2d graphics (this) ... OR ... 2d coding mixed with 3d graphics.

A top down engine with variable floor heights is just another description for it.

Stop heckling me!
Meh, I don't really mind, at least you replied.
I'm grateful for any and all your comments.
Thanks Dr. James!

Btw, this engine by Trey is the 2nd definition I stated:
http://www.create-games.com/download.asp?id=7651

Although, if you want to be technical, it's a bit of the first definition too since it messes with the viewing of the walls in the code. Really 2.5d is a bit of a grey area in the whole 2d and 3d scheme of things. It can be irritating at times, just like me, but hey, you can't please everyone.

Comment edited by MBK on 5/31/2009
 


 



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