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Author Topic: Flatforme  (Read 6023 times)

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Offline 123outerme

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Flatforme
« on: January 09, 2015, 11:52:46 pm »
Flatforme is a 2D, single-screen based platformer in development for the TI-84+CSE. Platform your way to the Goal Coin and collect it! Fend off enemies who will happily stop your progress.



(click to show/hide)

Edit January 31st: Attached a new beta with the level editor!
« Last Edit: January 31, 2015, 08:01:02 pm by 123outerme »


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Offline DJ Omnimaga

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Re: Flatforme
« Reply #1 on: January 10, 2015, 12:29:56 am »
Ooh I like how the graphics are laid out. :) how many screens per level is there? And how is level data stored?

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Offline Snektron

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Re: Flatforme
« Reply #2 on: January 10, 2015, 01:02:56 am »
Looks nice! I always like what people can do with limited resources :p
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Offline 123outerme

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Re: Flatforme
« Reply #3 on: January 10, 2015, 01:14:49 am »
Ooh I like how the graphics are laid out. :) how many screens per level is there? And how is level data stored?
Thanks! Just for the sake of completing the demo, I hard-coded the collision detection. I plan to have a sort of lookup table with all of the collision and level data storing itself into variables. There will probably be 3-4 screens per level, but it could change.
Looks nice! I always like what people can do with limited resources :p
Thanks!
« Last Edit: January 10, 2015, 02:24:04 am by 123outerme »
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Re: Flatforme
« Reply #4 on: January 10, 2015, 06:52:40 am »
Aah ok. What would be nice is if you could come up with a system where each screen have the top platform starting and ending at various locations, same for the bottom one, and have the color be different (not hard-coded either) in each world. For collision, you could check if the character is at a certain height on the screen then check the list to see if you're inside an area with no floor.
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Offline 123outerme

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Re: Flatforme
« Reply #5 on: January 10, 2015, 05:59:37 pm »
Aah ok. What would be nice is if you could come up with a system where each screen have the top platform starting and ending at various locations, same for the bottom one, and have the color be different (not hard-coded either) in each world. For collision, you could check if the character is at a certain height on the screen then check the list to see if you're inside an area with no floor.
Thanks for the tip! The way I did it was get the Y value of the top of the platform, where you would stand, and have it turn my gravity flag off. For hitting the bottom of the platform when under it, I added in a conditional in the jumping code that reset your Y value after the next one was calculated if you were directly underneath it. The collision to the side basically reset the X value when you attempted to go left near the side of the platform.

As for the different levels, I imagine that the color schemes will change, and the difficulty will change. But, the more that I think about it, the more I realize that level layout data will be hard to do, the way I'm currently imagining it. I'll have to put some thought into it.
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Offline DJ Omnimaga

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Re: Flatforme
« Reply #6 on: January 10, 2015, 07:11:52 pm »
Good luck with what you decide. Also since the sky is white I assume you could use pxl-test for collision detection, but since erasing a character with a space doesn't turn off those pixels, you would need to apply a pxl-off to 1 pixel inside the space where your character previously stood.
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Offline 123outerme

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Re: Flatforme
« Reply #7 on: January 10, 2015, 07:33:08 pm »
Good luck with what you decide. Also since the sky is white I assume you could use pxl-test for collision detection, but since erasing a character with a space doesn't turn off those pixels, you would need to apply a pxl-off to 1 pixel inside the space where your character previously stood.
Actually, I've got it now. Like I said before, I'm using lookup tables to store the collision data into some variables like so:
(platform)
                                                         -- this Y position is a variable (let's call it A)      [  ] --the goal's X and Y are another two variables
                                    XXXXXXXX
                                    XXXXXXXX
Y minus the height of A --             I
                                    I   The right and left bounds are two variables

Instead of checking a number, I check these variables, and since the lookup tables modify them, they change every level.
« Last Edit: January 10, 2015, 07:43:54 pm by 123outerme »
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Offline 123outerme

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Re: Flatforme
« Reply #8 on: January 10, 2015, 10:30:57 pm »
I've been working on a lot of stuff, like the ability to place platforms wherever you want, not just on the left side. I also added color scheming and started on making levels.
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Offline LD Studios

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Re: Flatforme
« Reply #9 on: January 10, 2015, 10:59:00 pm »
Nice work, I like how the player squats down before jumping



Offline 123outerme

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Re: Flatforme
« Reply #10 on: January 10, 2015, 11:07:15 pm »
Nice work, I like how the player squats down before jumping
Thanks! That was partly out of necessity, since it's otherwise impossible to tell when to press left/right to get the horizontal momentum. I added that cue in to telegraph when you need to press those keys.
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Offline DJ Omnimaga

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Re: Flatforme
« Reply #11 on: January 11, 2015, 04:00:44 am »
Looks very good :)
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Offline 123outerme

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Re: Flatforme
« Reply #12 on: January 11, 2015, 02:40:31 pm »
Looks very good :)
Thanks! I've also added in a Mario Sunshine-esque menu screen, and I'm almost ready to release a demo. I would suggest playing the demo on an emulator, since it doesn't have enough content yet to justify waiting for TI-Connect to work. ;)
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Offline DJ Omnimaga

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Re: Flatforme
« Reply #13 on: January 11, 2015, 03:13:53 pm »
Cool, I can't wait :)
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Offline 123outerme

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Re: Flatforme
« Reply #14 on: January 11, 2015, 09:03:07 pm »
Cool, I can't wait :)
Thanks! I added the demo now, it's in the first post. I'm still tweaking the levels. Please report any bugs you find!
« Last Edit: January 11, 2015, 09:05:18 pm by 123outerme »
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