Platformer
Last weekend, when my Internet went out, I decided to work on a small physics demo. From what I knew in Axe about splitting the velocity and location into numbers in 8.8 format, I was able to get something that I thought looked good. I moved on to make it have a tilemapper (non-smooth scrolling) and the ability to land on platforms and jump off of walls. At that point, it strongly reminded me of a game online (and one that Kerm was working on). I then moved to get coins working and started on getting locks and doors working. Currently that is what is holding me up.
Current features:
- Simple physics
- Wall jumping
- Coin collection
- Tilemaps
A note about tilemaps and overall size of each room (or puzzle, which I'd like it to be): the tiles are 4x4 and there are 24x16 of them. The data is stored as half bytes, so I have 16 different tiles I can use. Currently I am using one for full black, another for full white, and one more for a coin. Everything else is fair game . Also, I have two maps I keep in ram, one for collisions and another for display. Not the best in terms of memory, but it works really nicely with the speed.
I showed ParkerR how to create tilemaps, so if anyone else wants me to post how to do that, I will. Here's an image from a few versions ago
Ideas, questions, comments, insults?
Last weekend, when my Internet went out, I decided to work on a small physics demo. From what I knew in Axe about splitting the velocity and location into numbers in 8.8 format, I was able to get something that I thought looked good. I moved on to make it have a tilemapper (non-smooth scrolling) and the ability to land on platforms and jump off of walls. At that point, it strongly reminded me of a game online (and one that Kerm was working on). I then moved to get coins working and started on getting locks and doors working. Currently that is what is holding me up.
Current features:
- Simple physics
- Wall jumping
- Coin collection
- Tilemaps
A note about tilemaps and overall size of each room (or puzzle, which I'd like it to be): the tiles are 4x4 and there are 24x16 of them. The data is stored as half bytes, so I have 16 different tiles I can use. Currently I am using one for full black, another for full white, and one more for a coin. Everything else is fair game . Also, I have two maps I keep in ram, one for collisions and another for display. Not the best in terms of memory, but it works really nicely with the speed.
I showed ParkerR how to create tilemaps, so if anyone else wants me to post how to do that, I will. Here's an image from a few versions ago
Ideas, questions, comments, insults?