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Re: Untitled Platformer - Programmers' corner [Re: Joozey] #309780
02/11/10 06:05
02/11/10 06:05
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
I've never had problems with c_move-based collision detection, but if we go the 2D route we'll give your system a try. Adding new features (powerups, etc) will require a significant amount of work if we use a 3rd party collision detection system.

Re: Untitled Platformer - Programmers' corner [Re: George] #309785
02/11/10 07:48
02/11/10 07:48
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Netherlands
I hope to learn something then about proper collision detection when we do 3D grin


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Re: Untitled Platformer - Programmers' corner [Re: Joozey] #309807
02/11/10 13:06
02/11/10 13:06
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
I really hope that you'll learn something new grin

Re: Untitled Platformer - Programmers' corner [Re: George] #309873
02/11/10 19:00
02/11/10 19:00
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
Hello programming team,

I have been voted the coordinator for art-team and just wanted to tell you that there are few operational things that are still in decision-making process.

The EtherPad that is up in Artists Corner was created for graphical aspects (will the game artwork be 2D/3D, art pipeline, graphical style...) as the opposite to programming questions like: collision system, movement codes, hotseat/multiplayer... but all these solutions does concern the entire team and was to be presented for evaluation, discussion & voting also to the programmers team. They are started at Artists Corner because they are, in their essence, graphical questions.

I have sent a mail to George to see what he thinks how all this should be managed. Should these things be global from beginning(some sort of entire-project-pad) or started in separated corners and then brought for global evaluation & voting.

I hope no one is offended by my actions since they were not meant to be offensive. Once George decides on how this thing is to be managed everything will be cleared out.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Programmers' corner [Re: Ganderoleg] #311829
02/21/10 18:16
02/21/10 18:16
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
I'm currently developing the movement code and I have a question:
How many accessible "layers" do we have? I mean in SirCalamaris' (I forgot his name, sorry) demo there have been two when you consider a grid that affects the y-movement.

EDIT: I've made a quick (but IMO acceptable) movement prototype today from scratch. I've uploaded the file to the SkyDrive account, please test it and tell me what you think. Be aware that it is far from being perfect, finished and bug-free!

A Video.

I decided to give the girl (boy and girl look the same in the video) the ability to crawl. If that is not welcomed I will delete it of course.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Untitled Platformer - Programmers' corner [Re: Superku] #311927
02/22/10 11:02
02/22/10 11:02
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
Wah, I almost missed your edit: very cool video.

Demo is very cool as well. But I thought the one who can crawl is the boy, not the girl? cause the girl can switch gravity, but the other person can crawl...?
Speaking of switching gravity - the double jump works pretty much exactly how I imagined it: that's cool! laugh
The rotation animation for the double jump could be a little quicker (I'm thinking of mario 64's triple jump).
The multiple-layer thing works really well.


~"I never let school interfere with my education"~
-Mark Twain
Re: Untitled Platformer - Programmers' corner [Re: Germanunkol] #311963
02/22/10 15:59
02/22/10 15:59
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
Very good movement.
The layer switching however is not very clear - at least while watching the video. Not sure how it feels when playing.

Re: Untitled Platformer - Programmers' corner [Re: FBL] #311980
02/22/10 16:57
02/22/10 16:57
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Thank you for the replies!
Ok, I will make the rotation of the player faster, it is indeed too slow.

Yes, it is a problem to make the different layers distinguishable that I could not solve yet. We could increase the distance between them but if someone has a better idea then feel free to say it.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Untitled Platformer - Programmers' corner [Re: Superku] #311997
02/22/10 18:11
02/22/10 18:11
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
Try and place the camera a bit higher. We could also make the player models darker when they are away from the screen.

Re: Untitled Platformer - Programmers' corner [Re: Superku] #311998
02/22/10 18:14
02/22/10 18:14
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
I dug out another game which uses layers. The player "jumps" when switching to another layer.

Check out this Guardian Heroes video: http://www.youtube.com/watch?v=55qO0DZKis0

Maybe it helps for an idea.

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