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Cart [#54630#] | 2018-08-03 | License: CC4-BY-NC-SA | Embed

Just a simple code sample.


Cart [#54645#] | 2018-08-03 | License: CC4-BY-NC-SA | Embed

Added acceleration and jumping.

P#54631 2018-08-03 02:30 ( Edited 2018-08-04 05:14)

This feels like my early Scratch games. :-)

P#54643 2018-08-03 12:02 ( Edited 2018-08-03 16:02)
:: dw817

Interesting. It should be possible to dedicate one color of the 16 to represent the edge that the game looks for to ensure the player is above the tiles beneath.

Years back when I made a platformer, I actually created an array map size of every vertical pixel of where the player should be ahead of time so no reading of pixels for the surface was needed afterwards.

This might be the best route to go unless you plan on pixel-removing bits and pieces of the terrain later.

P#54664 2018-08-03 22:19 ( Edited 2018-08-04 02:19)

Hey thanks! Yeah, this way seems glitchy. I'm trying to work out a better way. Something like that or using pset to read the sprite sheet might be better.

P#54665 2018-08-04 01:14 ( Edited 2018-08-04 05:14)

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