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Chickens32 Chickens32
Could somebody please make an instruction "game" that explains game physics (jumping,gravity). The basics of a platformer. I REALLY need this for my game and I can't grasp this concept and I can't find anything on the internet. Please? I will follow whomever does this for me. Please add side notes of what everything does. Thanks.
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PChicken NerdChicken
game physics is easy. but collision? that's a doozy.
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Chickens32 Chickens32
Collision is easy! It's just spcol and sphitsp and stuff. Could you make an example? PLZ! Like just a screen where the player can walk around and jump. THAT'S ALL I WANT!!!!!! PLZ!
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PChicken NerdChicken
okay, i'll try. (probably going to somehow confuse myself)
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Chickens32 Chickens32
k thank you! I'll figure out how to repay you. I can help you with collisions, though! I gotta go. Goodnight.
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PChicken NerdChicken
night
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PChicken NerdChicken
PK3KXJDX and if you want a little bonus gift (not platformer examples): Z28EC8AE - a graphical dialog function you can use. 1R84CN8V - a little program you can use to record and play drawings.
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Chickens32 Chickens32
Thanjk you so much. I'll try it out.
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PChicken NerdChicken
yourje welcome
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Chickens32 Chickens32
xD One more thing, I know the SPANIM command and how to use it with top-down movement, but how would I do it with the code provided?
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PChicken NerdChicken
i dunno, i don't do that stuff. but i can send some helpers who may or may not come from another site
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Chickens32 Chickens32
Um... Sure?
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mystman12 mystman12
Do *not* use SPANIM to control your sprite's movement, unless you want it to follow fixed patterns. What you want to use is SPOFS. What you want to do is: Code that checks for input Code that moves player position by advancing/decreasing position variables SPOFS Control number,X,Y
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Chickens32 Chickens32
Oh, not that, I just want to know how to make my character look like he's running. (animation)
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mystman12 mystman12
Input is simple when the player pressed right, add to the players X position. I assume what you want to do, however, is make it so you can jump. That's pretty simple. You want a velocity variable, just call it PV (Player Velocity). When the player presses the jump button, change this variable to a negative value. This is where you move on to the second part of code I mentioned. You'll want...
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Chickens32 Chickens32
And how do I make it so when the circle pad is pointing in the left direction, it animates the character running left. (I already have movement figured out) btw my game will mostly be top-down, but I just need controls for a platforming area for a boss battle.
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mystman12 mystman12
code after the input that handles this velocity. Basically, write code that adds the PV variable to the players Y position, then add some value, say 2, to the PV variable. Eventually the PV variable will go over zero, which will cause you to start falling. When the player touches the ground change the PV variable to 0. Finally, after you have done this, you can use SPOFS to change the...
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mystman12 mystman12
sprite's position on screen. Obviously this is a somewhat vague example, but hopefully it gets the point across. You may wish to use a similar method for horizontal movement, and of course you'll have to make sure the player can only jump while on the ground! You'll also need to make sure the SPOFS takes the camera position into amount if you're game has scrolling.
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mystman12 mystman12
I'm actually not familiar with using the circle pad... The best method I can think of is getting the position of the circle pad via STICK OUT CPX,CPY , and then checking to see if: CPX is negative (<0) The absolute value (The value of a number ignoring whether it's negative or positive) of CPX is greater than the absolute value of CPY (IF ABS(CPX) > ABS(CPY) THEN)
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mystman12 mystman12
I've actually never tried this out, but I think it's correct. If both IFs are true then just use the code you would normally use when pressing left on the D-Pad, although you could also use the absolute value of CPX in your X movement code to allow the player to move at different speeds when the stick is held at different positions. Just note that when doing this things get a bit more complicated.
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Josiah Spike4
I made a whole game about boss battles. You can check it out if you like
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PChicken NerdChicken
Just check the circle pad's x value. If sx is smaller than 0.8, it probably is held left. Vice versa for held right.
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