Would anyone happen to have advice on how to distort a small selection of pixels onscreen (For instance, an arbitrary 8x8 square)? I'm trying to add an effect where if the player bumps into a solid platform, that piece of the platform bends up with an effect similar to the arcade Mario Bros. game. I tried following the tutorial on wave distortions from PicoZine #2 but that seems to be based on distorting all tiles of a certain type on screen.
TL;DR, are there any tutorials you'd recommend for distortion effects?
Does anyone have some advice on how to make a character warp smoothly to the opposite side of the screen? I tried taking a stab at it myself here in my platformer, based off Johannes Richter's game from Picozine #2, and while it's perfectly functional, it looks a little awkward.
Basically I'm looking to have the character appear at the other edge of the screen, but when he falls from the top or walks in from the left, he appears 5 or 6 pixels from the edge, rather than right on the edge of the screen.
I hope what I'm saying makes sense, sorry if it's worded a bit unclearly...
Controls: Left/Right arrow keys to walk, Up arrow key to jump. C key discards coins.
You can only carry six coins at a time, and as you collect more coins you become heavier and can't jump as high.
When your pockets are full, you can't jump at all!
Update 2.12.16a :
- Fixed the screen warping to look less awkward.
Update 2.12.16 :
- Added some background tiles!
- Added 4-way wrapping functionality: The player can pass through the top and bottom of the screen!
- Disabled jumping when the player has maximum weight.
I'm not sure if I'll keep the screen wrapping mechanic as I want to maintain the risk of falling due to not being able to jump while over encumbered, but it was fun to implement either way! I'll toy with this some more and see how I feel about it.
In the next update I'm hoping to add another new little feature to this "game"...carrying a lot can be a disadvantage for upward movement, but what about downward movement? ;)
Update 1.12.16 : Converted the coins to actor objects and implemented collisions.
Update 30.11.16 : Added a weight meter! Also added a way to discard coins if you're carrying too many.
This is just a tech demo of a goofy little idea I had. As the character gathers the coins he gets weighed down and can't jump as high. Once I have a little more time I'll see if I can make an interesting game out of this concept.
The majority of the code for the platforming logic is from Johannes Richter's PicoJump cart, as seen in the Pico Fanzine #2. I added my own graphics and sounds, and added in the functions and variables used to allow the player to collect the coins.