Jump 'n Run Test

Show off your games, demos and other (playable) creations.
Post Reply
Neolitik
Citizen
Posts: 55
Joined: Sun Jun 28, 2009 3:13 pm

Jump 'n Run Test

Post by Neolitik »

Hello anybody !

Just post a early Jump'n Run style game ...
Arrows for Control , Space for jump , Up fo fly ^^

Now work for Slope , Scrolling , and tile type ( water, slow tile..)

By !
Platforme.love
(9.65 KiB) Downloaded 542 times
User avatar
Xcmd
Party member
Posts: 211
Joined: Fri Feb 13, 2009 10:45 pm

Re: Jump 'n Run Test

Post by Xcmd »

Very nice. Has a lot of potential!
We don't borrow, we don't read, we don't rent, we don't lease, we take the minds!
User avatar
Tenoch
Citizen
Posts: 76
Joined: Mon Jul 21, 2008 7:49 am

Re: Jump 'n Run Test

Post by Tenoch »

Starts very well indeed. My only concern is about the unrealistic gravity (falling/jumping at constant speed). It's not very hard to code a constant acceleration based one (as it is in our old real world), and it gives IMHO a much better feeling.
"When in doubt, use brute force." Ken Thompson
Neolitik
Citizen
Posts: 55
Joined: Sun Jun 28, 2009 3:13 pm

Re: Jump 'n Run Test

Post by Neolitik »

Yes , i'm not work on gravity and jump ... just work for collision search near the character.
Now i'm work for scrolling , easy to implant.
I'm searching on paper for slope.
And i'm work for the game design... goal ... item ...
Thank for all !

a French Love User ^^
User avatar
Evil Telephone
Prole
Posts: 36
Joined: Fri Jan 30, 2009 9:31 pm

Re: Jump 'n Run Test

Post by Evil Telephone »

Go to the bottom of the level and then hold DOWN for a fun little crash/bug.
Neolitik
Citizen
Posts: 55
Joined: Sun Jun 28, 2009 3:13 pm

Re: Jump 'n Run Test

Post by Neolitik »

Yes , it s not a bug ...just need desactive Down key ...but i need it for test it ^^
thank
User avatar
zapwow
Prole
Posts: 48
Joined: Fri Oct 24, 2008 11:37 pm

Re: Jump 'n Run Test

Post by zapwow »

A great start! The falling at a constant speed is probably due to a limitation of the physics engine driving the love2d physics module: all objects have a maximum velocity of about 200 units per second. In order to work around this, you'll need to store separate world and screen coordinates for your objects and use a smaller world size, or use something like CAMERA with your project to scale the scene appropriately.
Neolitik
Citizen
Posts: 55
Joined: Sun Jun 28, 2009 3:13 pm

Re: Jump 'n Run Test

Post by Neolitik »

Love physics engine is not use in the program.
The falling speed is constant because it's not coding ... just +2 used ^^
Scrolling is coming ...
thanks for all !
Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests