Platformer Prototype

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DrLuke
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Platformer Prototype

Post by DrLuke »

Hey guys!

Look, I made a platformer prototype!

Currently features:
  • Collisions of dynamic entities (i.e. the player) with static entities (i.e. walls, probably even elevators)
  • Bouncyness of the player when colliding
  • Friction when colliding with walls and bouncing
  • Rudimentary wall-jumping, which isn't anything near finished yet
This is my first time I make something like a game, so bear with me.

http://dl.dropbox.com/u/28079852/PlatformerProto13.love

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thelinx
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Re: Platformer Prototype

Post by thelinx »

It seems that you can jump in air after jumping off a wall, but you can't do a regular double jump.

Other than that, this is pretty solid. Good work.
DrLuke
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Re: Platformer Prototype

Post by DrLuke »

That's part of the rudminetary wall-jumping. That's why I said it's not done yet. Or: It's a feature, not a bug!
bmzz
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Re: Platformer Prototype

Post by bmzz »

awesome, it's really nice.
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vrld
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Re: Platformer Prototype

Post by vrld »

Very good! There need to be more platformers done with LÖVE, and if it's just to see which approach works best.
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DrLuke
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Re: Platformer Prototype

Post by DrLuke »

Good news, instead of smacking my brain with books for exams, I can code today! I plan on getting proper walljumping with wallsliding done. I could also add triangles as objects, but to be honest, I don't know if I want to.

On a side note, I used this guide: http://www.metanetsoftware.com/technique/tutorialA.html
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Lafolie
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Re: Platformer Prototype

Post by Lafolie »

This is neat. Looking forward to seeing what this becomes :)
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Jasoco
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Re: Platformer Prototype

Post by Jasoco »

Physics need a little work. But so far so good.

This was my attempt back in September:
http://love2d.org/forums/viewtopic.php? ... 05&p=19490

Been meaning to rewrite it. My problem is that we can't have a solid exact framerate as each frame, even if set to 60FPS, will always be slightly different and if the framerate slows down the characters physics do too causing shorter jumps and slower speed for everyone. So you need to cap the Draw and Update functions to only fire 60 times a second (Or 30 if the computer's slower) but always pass the same DT into the Update function. I hope to try my attempt again with this method.

Let's all keep at trying. Someone will create a Cave Story/Knytt Stories/Spelunky quality engine soon enough.
DrLuke
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Re: Platformer Prototype

Post by DrLuke »

Hehe thanks :3
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Wrinkliez
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Re: Platformer Prototype

Post by Wrinkliez »

Good work dood. I noticed that there seems to be a problem when you open the game, then move the window. The main character seems to fall through the box o_o

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