Re: What should I call this adorable little platformer?
Posted: Sun Nov 21, 2010 6:14 pm
I just continuously click the buttons on the left in sfxr until I get a sound I like.
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".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.
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:I liked Greensleeves. I used to play it on my piano.
That's nice. It's much better and original than the usual "beat the feet" or "whistle" animation. Good choice for idle anim...Jasoco wrote:My little man now has an idle animation. After a few seconds he sits down and falls asleep.
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.arquivista wrote:That's nice. It's much better and original than the usual "beat the feet" or "whistle" animation. Good choice for idle anim...Jasoco wrote:My little man now has an idle animation. After a few seconds he sits down and falls asleep.
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
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.ZenX2 wrote:love.update() in main.lua