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Re: What should I call this adorable little platformer?

Posted: Sun Nov 21, 2010 6:14 pm
by TechnoCat
I just continuously click the buttons on the left in sfxr until I get a sound I like.

Re: What should I call this adorable little platformer?

Posted: Sun Nov 21, 2010 7:25 pm
by kikito
In case the name isn't yet choosen, I've a suggestion:

"Greensleeves".

It shouldn't be difficult to find a creative commons chiptune to use as the background music, too.

Re: What should I call this adorable little platformer?

Posted: Sun Nov 21, 2010 8:15 pm
by arquivista
kikito wrote:In case the name isn't yet choosen, I've a suggestion:

"Greensleeves".

It shouldn't be difficult to find a creative commons chiptune to use as the background music, too.
Erm but don't you think it's a too much cliché song? Besides be a medieval folk song that is so totally boring when listen in continous, is also so well-know that is even one of the first songs that kids usually learn playing in organs. IMHO don't fit well in the indy-arty spirit of the game, but hey is just my opinion. Also even in games was too abused, King's Quest 1/2, Black Lamp, Xenosaga, Killer7, Punchy and list must go on. Well let's wait for Jasoco's opinion, he is the "boss". :)

Re: What should I call this adorable little platformer?

Posted: Sun Nov 21, 2010 11:39 pm
by Jasoco
I liked Greensleeves. I used to play it on my piano.

The name will come later.

My little man now has an idle animation. After a few seconds he sits down and falls asleep.

Re: What should I call this adorable little platformer?

Posted: Sun Nov 21, 2010 11:48 pm
by arquivista
Jasoco wrote:I liked Greensleeves. I used to play it on my piano.
Was also the only song that I learned (and then forgot) in keyboard. But as I said is a song that was already totally overabused.
Jasoco wrote:My little man now has an idle animation. After a few seconds he sits down and falls asleep.
That's nice. It's much better and original than the usual "beat the feet" or "whistle" animation. Good choice for idle anim...

Re: What should I call this adorable little platformer?

Posted: Mon Nov 22, 2010 2:02 am
by Jasoco
arquivista wrote:
Jasoco wrote:My little man now has an idle animation. After a few seconds he sits down and falls asleep.
That's nice. It's much better and original than the usual "beat the feet" or "whistle" animation. Good choice for idle anim...
The sprite is only 8x8. There's not really much room to do anything too fancy. I would have had him sit down and read a book like Commander Keen but of course, too small. Also, Mario fell asleep in Mario 64.

Re: What should I call this adorable little platformer?

Posted: Mon Nov 22, 2010 4:55 am
by ZenX2
I just looked through the code... The horrors...
You really should clean up the death code, cramming it all into update, even in an early version is not a good idea. :o

Re: What should I call this adorable little platformer?

Posted: Mon Nov 22, 2010 5:03 am
by Jasoco
Death code? There's only like 10 lines and it's in the ELSE part of an IF player.dying == false THEN call. It's not even the messiest part of the code. What line are you talking about?

Code: Select all

player.dying_f = player.dying_f - dt      --Dying frame advance
player.rotate = player.rotate + 720 * dt  --Rotate player twice per second
if player.dying_f < 0 then                --If the death animation is over...
  player.dying_f = 0                      --Reset frame to 0
  player.dying = false                    --Turn off death
  player.x = 2                            --Reset player position
  player.y = 0
  player.rotate = 0                       --Reset rotation
  player.jumping = false                  --In case he was jumping
  player.facing = 0                       --Reset facing
  level.time = 90                         --Reset level time
  player.idletime = 0                     --Reset idle time too
  if player.lives <= 0 then               --Make sure player isn't out of lives
    gamemode = inMenu                     --If so, return to menu
  end
end

Re: What should I call this adorable little platformer?

Posted: Mon Nov 22, 2010 5:22 am
by ZenX2
love.update() in main.lua

Re: What should I call this adorable little platformer?

Posted: Mon Nov 22, 2010 5:31 am
by Jasoco
ZenX2 wrote:love.update() in main.lua
I don't quite follow. I always put stuff in update. I even use a custom Run() function so I can draw stuff in there. In fact, eventually update and draw may be the same function if it lets me optimize the speed even more. It's the way I roll, bay-bee! I optimize over time.

My code has no problems. It's not what it looks like on the inside. It's what it looks like on the outside. And my code is a lot easier to understand for me than most peoples coding techniques. And that's all that matters. That I know what it does.

Also, I like having all my code in one place rather than scattered in functions all over the place when they don't need to be. Saves me time running around clicking the function pop-down (In TextWrangler) to find what I am looking for.