Started by 123outerme, January 09, 2015, 11:52:46 PM
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Quote from: DJ Omnimaga on January 22, 2015, 11:53:59 PMI didn't check the code, but is the jumping code located outside the main loop? When I create a walking engine, I try to make it so that everything that isn't walking around is processed outside the main loop. If it checks for collision and it's not an empty spot then it exits the walking loop, same if I press the jump key. Once the jumping and collision is calculated, I go back to the main loop. It requires an extra variable but the speed gain can be worth it.
Quote from: Streetwalrus on January 23, 2015, 06:59:17 AMLooks pretty cool so far. I don't have a CSE unfortunately so I won't be able to play it. :/
Quote from: DJ Omnimaga on January 24, 2015, 07:13:54 PMAwesome to hear
Quote from: LD Studios on January 24, 2015, 09:34:31 PMLooking good, here's a few tips on level design:-Having multiple platforms will increase difficulty as well as level diversity-Make them longer by spawning the player on the far left and putting the target closer to the far right-Put enemies between the spawning point and the target, right now it's too easy to avoid them entirely-Having multiple enemies in one level would also be nice
Quote from: DJ Omnimaga on January 26, 2015, 09:13:56 PMAwesome, I'll install this on my calc soon EDIT I finally tried the new version. At first I think it failed to send because when I tried it it looked identical to the old one, but then I tried sending it again and it was the new version. My suggestions:-Make the character start to the complete left all the time, with enemies spawning from the right when you are located in the left half of the screen, but make them spawn from the left like they do when you are on the other side of the screen. You could make enemies start in the middle too when the level is loaded. It would add extra challenge without being annoying. -Make the vertical platforms drawn using vertical lines rather than horizontal so that they draw faster.-add holes in the floor (not in every level, but it would add extra challenge)
Quote from: DJ Omnimaga on January 28, 2015, 03:03:12 AMSpeed seemed fine on my calc, but the enemies should probably move at an higher pixel interval, especially in later levels. Although they would move as fast, if not faster than your character, you can actually stab them so you could easily get through them anyway. You should move more stuff out of the main loop, though (if possible, everything that isn't movement), because then speed might get even greater. However, I would advise against using Goto for such game. Instead, take an extra variable then store a value in it when exiting loops rather than using a Goto. Then replace labels with If Variable = That value:Then:<code>:End. Otherwise, Goto search from the very beginning to the end of the game code to find the appropriate label and it slow things down a lot (for large programs it can take as much as 1 second to find the Lbl if it's at the end of the code)I didn't have time to try the level editor, though.
Quote from: princetonlion.tibd on January 31, 2015, 05:54:36 PMI tried this. I like the jumping animation. I think moving in mid-air is a bit hard. The main menu is cool though
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