As Platformers seems to be on the tips and brains of people, I remember someone once mentioned it was difficult to make a platformer. If you have a reasonable background in math, I think it can be done fairly easily.
Here then is my sample engine to demonstrate how it can be done. I have geared this particular engine to match as closely as I can Nintendo's own Super Mario Bros game without using look-up tables.
Keys are LEFT, RIGHT, and (O) to jump.
Note also I am multiplying everything by 100. The reason is simple. Most programming languages start to give incorrect values even doing simple things like subtracting .1 or .05 from a real number. By keeping everything integer, you do not have problems with the limitations of the language's inability to handle real numbers.
From here also it should be possible to make a simple platformer that detects walls, surfaces, and even allow the famous Wall-Jump where you jump from wall to wall to climb an area.
HOPE THIS HELPS !
Well I have a new computer now, Windows 10. UuUgh. Made some much-needed mods to the OS to keep Microsoft outta my business.
Almost makes me wish I had Ubuntu. Almost. :)
You still are incredibly talented with your music ability as heard above. Like what you did to my 1st generation platformer. Dju try the next ?
Was thinking of making a treasure-hunt with it. Something simple. I would need also to ensure that the randomly generated platformer area would be possible to reach all areas. Maybe add a double-jump that goes an extra half-height.
Wall jumping is kinna screwy. It works but there's no special animation or timing of event to show gripping to the walls like Batman does here.
. . .
Looking forward to seeing your take on Ghostbusters !
Climb is good, Scrub.
From what I've seen in platformers, using a single wall element would not be good as the player could then always climb to any precipice.
It would need to be special kind of wall that can be climbed. This would not be a problem for human-generated maps but my obsession with the computer always generating the playfield would definitely make it more complex to code - and when in an instance to use it.
[Please log in to post a comment]