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>> No.11320801 [View]
File: 155 KB, 1382x810, キャプチャ.png [View same] [iqdb] [saucenao] [google]
11320801

https://www.dropbox.com/s/bljvl9stdyzdd5f/marisaPlatformer002.rar

Finally, new build. Doing movement well is a lot harder than expected. It's certainly not final, but should at least get us started on discussing ways to improve it. There's four versions, with momentum/no momentum and running/no running. It's pretty basic and probably doesn't exactly match what was discussed, but at least now you can point out specifically what needs changing which makes it easier for me.

In addition I have implemented a basic working system for objects and their behaviors, including enemies and items. Custom objects are also possible in that you can add or remove different behaviors, however the behaviors themselves are hardcoded because supporting an external scripting system is a bit beyond me. The custom object system is not available for use yet because 1. there's no actual content yet to use it with and 2. I'll have to make some fancy UI for this, and doing UI is suffering.

Controls:

left shift/right ctrl: run

F1-F4: switch between different control modes.
F1: no momentum, no running
F2: no momentum, running
F3: momentum, no running
F4: momentum, running

F9: Load map
F10: Save map

F: switch between game and editor
R: reset player

Next on the to-do list is a trigger system where you can add trigger at some place which will trigger an object somewhere else, for example a button that opens doors. I could also use this system to display text when a player reaches a certain area or even set some global flags to determine which maps are available for the player.
Most of the gameplay complexity should come from the object behaviors combined with triggers. The behaviors would be things like move horizontally left and right (moving platforms or enemies), shoot bullets at players, restore life when touched, hurt player when touched, etc.

Also I haven't implemented the sprites from >>11318157 yet but they should be there in the next build.

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