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Platformer Prototype

Posted: Fri May 13, 2011 8:39 am
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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Re: Platformer Prototype

Posted: Fri May 13, 2011 8:51 am
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.

Re: Platformer Prototype

Posted: Fri May 13, 2011 8:53 am
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!

Re: Platformer Prototype

Posted: Fri May 13, 2011 9:16 am
by bmzz
awesome, it's really nice.

Re: Platformer Prototype

Posted: Fri May 13, 2011 10:46 am
by vrld
Very good! There need to be more platformers done with LÖVE, and if it's just to see which approach works best.

Re: Platformer Prototype

Posted: Fri May 13, 2011 11:11 am
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

Re: Platformer Prototype

Posted: Fri May 13, 2011 4:22 pm
by Lafolie
This is neat. Looking forward to seeing what this becomes :)

Re: Platformer Prototype

Posted: Fri May 13, 2011 4:53 pm
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.

Re: Platformer Prototype

Posted: Fri May 13, 2011 5:15 pm
by DrLuke
Hehe thanks :3

Re: Platformer Prototype

Posted: Sat May 14, 2011 10:54 am
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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