Log In  

Cart [#54871#] | Code | 2018-08-08 | License: CC4-BY-NC-SA | Embed

Despite being the third PICO-8 game I've made and obviously the first I'm posting here, this began as my first project. It's also the first project I've ever completed outside of a jam setting. I enjoyed discovering and becoming acquainted with PICO-8's limitations, and I accomplished a lot more than I expected I would when I first started on Cake Quest back in December. If you're interested, you can read about its inception here and about its development here.

I learned a lot, and I hope others can learn from it as well.

EDIT: Modified vertical camera tracking

EDIT 2: Made further adjustments to vertical camera tracking

P#54770 2018-08-06 13:19 ( Edited 2018-08-09 04:26)

:: dw817

Hello ! Did someone mention cake ? :)

The jumping is a bit quick. Maybe slow it down, like a moon jump, and do not have the camera track vertical until player is back on the ground.

P#54772 2018-08-06 13:42 ( Edited 2018-08-06 17:42)

Thanks for the feedback. The jump itself was a deliberate design decision. I originally had a more fluid jump but didn't like how it looked because I'm not animating the sprite. However, I did adjust the camera tracking.

P#54785 2018-08-07 00:31 ( Edited 2018-08-07 04:31)
:: dw817

Sure, glad to suggest if its helpful.

You don't necessarily need to draw a sprite for jumping. Just make the actual jump last 2x to 3x as long. Fluid, using coefficient values like sin() or cos() or just make a lookup table. It could be something simple.

0, -10, -19, -27, -34, -40, -45, -49, -52, -54, -55, -54, -52, -49, -45, -40, -34, -27, -19, -10, 0

And the camera is still jumping a bit when the player jumps. Good challenge to see if that can be removed entirely.

P#54840 2018-08-07 22:20 ( Edited 2018-08-08 02:21)

Thanks. I'll keep that in mind for future projects. I think I've (mostly) dealt with the camera issue.

P#54872 2018-08-08 18:39 ( Edited 2018-08-08 22:39)
:: dw817

It's looking better ! 👍

You might consider having a bit of slipperiness. If you examine the grandmaster platformer, Super Mario Bros, you will see that if he is moving a good clip - and stops. It takes a few pixels before he can.

He can also jump backwards if an opposite direction is chosen suddenly and he is moving the direction he is facing.

The jump for your character still seems rather brief and sharp. Sure you don't want to smooth it a bit ?

Look to Super Mario Bros for a near perfect example of a platformer and in jumping:


Notice how he slows down vertically before returning in the opposite direction when he reaches the pinnacle of his jumping height.

P#54882 2018-08-09 00:26 ( Edited 2018-08-09 04:26)

[Please log in to post a comment]

About | Contact | Updates | Terms of Use
Follow Lexaloffle:        
Generated 2019-07-17 20:24 | 0.048s | 2097k | Q:28