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Re: Untitled Platformer - Programmers' corner
[Re: Ganderoleg]
#343544
10/06/10 23:08
10/06/10 23:08
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Perhaps don't try to go in the Iphone way, caus such control is similar.Why not staying with keys ? Right, Left, Space to Jump, C to shoot etc ... And let the user redefine the keys if needed ! I'm not sure you will be precise with mouse, for platform style. Caus platform works lot more with keys, more natural for that type of game. A good way, submit the two methods to players and ask them the better way, i think the majority will vote simple Keys ? Well juts my opinion !
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Re: Untitled Platformer - Programmers' corner
[Re: Ganderoleg]
#348942
12/02/10 02:04
12/02/10 02:04
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I'm not pretty sure what's to do/ code next, I remember some points by Ganderoleg about improved AI (enemies that look for certain events and the like) but I forget more than I remember. Thus I've created a (public) to-do-list for our project which can be found here: http://www.toodledo.com/views/public.php?id=td4cf6fbf111862Please add everything to the list what needs to be in the game, the list is not restricted to code suggestions. (PM me for account information.)
"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
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Re: Untitled Platformer - Programmers' corner
[Re: Superku]
#349009
12/02/10 22:55
12/02/10 22:55
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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Great idea:) I will send you pm, I'm not sure how Toodledo works. ... O.k. it's all figured out I added few things that I remembered first, but I will go over all the levels tomorrow & see if there are some AI aspects I left behind
Last edited by Ganderoleg; 12/02/10 23:48.
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Re: Untitled Platformer - Programmers' corner
[Re: Superku]
#349302
12/05/10 21:49
12/05/10 21:49
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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It's great, I tried it & everything seems to be functioning very smoothly I love the new Brother's ability to crawl through spaces that are in different lane Few problematic things: -Sister should be able to use the Gravity & Illusion spell while brother should be able to use only Invisibility. -Illusion Spell is a part of the gameplay in levels 5 & 8, and, unfortunately, in both cases Sister will not be able to physically reach the needed point I believe that you should consider the original Illusion concept (The spell creates the visual projection identical to the caster three feet downwards or upwards. BJ shouldn’t be able to move while spell is active) or, if you think that some other solution would be better in terms of gameplay (maybe 'placing' the illusion-body in specific distance from Sister or controlling the illusion-body (moving it) until you start second part of the spell) try that one. -The alerting (investigating) is a part of gameplay in levels 3 & 6, in level 3 guard should go from the upper room down to the four pipes when they get blocked & start emitting tick black smoke & in level 6 monster should enter the cage when food is lowered. In both cases characters should stay in those locations with only one difference, guard should react if players pass him by but monster should just eat the food no matter what happens around it I added some of the remaining (non-entity oriented) needed programming solutions to Toodledo & one more Smarter Enemies addition.
Last edited by Ganderoleg; 12/05/10 21:50.
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