New Engine.

Pages: 123
That's a Really good idea!!! Thank you!
Personally, I hate it when 2D games have a camera that moves with you, I prefer sidescrollers. Still, it's a good idea to add it to your game engine.
@chrisname: When you say you hate the moving camera, what do you mean? Don't sidescrollers do the same thing??
I also don't really understand - side scrollers do have a moving camera :O
I'm talking about what hanst suggested. When you jump, the camera moves with you (at least, that's what I tihnk he said). In sidescrollers the camera only moves when you touch the edges of the screen.
Super Mario is not a side scroller by that definition. http://en.wikipedia.org/wiki/Side-scrolling_video_game

I don't think we have the same definition of side scrolling.

Oh and of course I didn't suggest the camera should stick to the character 100%, there should be region in which the character can move without the camera moving of course.
Last edited on
Wait, I'm being stupid, ignore everything I just said.
I think that's what chrisname meant. If the camera only moves when you touch the actual edge of the screen, you can't see enemies or things you have to jump before it's too late.
No, it's not, my brain just wasn't working properly (I'm trying to think about too many things at once).
Lol no worries!

Anyways, I have (kinda) figured out my collision resolution thing...

Basically my code runs through the collision queue checking each object for collision, resolves top then bottom. checks for collision again and resolves the xaxis collisions. The problem lies in the resolution of each object (I think) I have a kind of fix, that essentially pushes you out of the box. However it's really glitchy.......
Hey I just barely compiled if for osx, but I'm not positive it'll work on any other computers, does anyone have a mac who would be willing to try out my game?
Me. *embarrassment*

-Albatross
Last edited on
http://ifile.it/tv1fqpm
I would really appreciate it!!!

(note) there is one very peculiar control =)

left right up = movement;
x = jump;

currently restricted to 1024 on the xaxis

click while holding space to paint blocks, 0-9 change the block type, the 0 block is a "coin" that you can collect. Doesn't do anything lol

Now this is the hazy one...

hold m and click on a block, while holding m move left or right (wouldn't recommend up and down) and let go somewhere. The block will now loop back and forth between those two points.

edit: second note: he flashes when he goes left... Just fixed that sorry.
Last edited on
Well, the controls sound neat and all and I'm sure I'd have some fun, but...

You forgot to add the SDL_image framework to the list of frameworks to copy. :(

I'll see what I can do about that...

EDIT: Got it to work after adding the framework. The fellow has a tendency of inverting gravity around himself, I daresay. :)

-Albatross
Last edited on
Ah, good, thanks for the info, I'll get a fix up quickly!
Alright, well I have binaries for both OSX and Win now

OSX:
http://ifile.it/7na8m3y

windows:
http://ifile.it/o74nvie
Last edited on
Alright, would anyone like to see the source, I think I can release it, even if it's not perfect =)
Well, 2 things I noticed... when you fall off the right or left edge, the camera won't follow. You just keep falling randomly. Also, falling seems to be bugged... if you levitate up to the orange area, you will fall far longer than you levitated, it basically looks like you're not moving at all. Then the character somehow moves under the lower border of the screen, and the camera instantly jumps back to the ground (the character seems to fall through the ground here, as he is nowhere to be seen afterwards). Looks like you still got a bit work to do with that one ;)

And I'd say before releasing the source, you should probably try to fix the bugs it has first :O
Last edited on
Lol, that was me playing with map boundaries, it's a fairly easy fix. I actually update map before updating the position, which is why he's offset on the screen. I actually really like the smooth feel of it. But if it's detrimental, I can move back.

Well i'm going back to asynchronous socket programming. I'm giving the game a rest for about a week, so no new updates until then =)
Last edited on
Man this is a super cool project...

Do you actually plan to make it into a full-fledged game (or will you just use it to get yourself a cool programming job, or neither of the two)?
Pages: 123