Walk! Jump! Collect! - A Platformer Experiment (ver 2.1)
Posted: Sun Mar 09, 2014 3:11 am
Hi people in the Love community You can ignore my 'blabbering' by skipping my next 2 paragraphs.
This is my first topic. So I first came to know Love2D about 6 months ago. After I familiarised myself with the basics with the awesome tutorials by a lot of people, I started to experiment with my first platformer. I like platformers. for online multiplayer games, I particularly enjoy Maplestory. I also liked the Mario series and Mega Man when I was a very very small kid. I particularly enjoy games with a meaningful story element to it. Currently, my favourite games include Aquaria and Seasons( made by Joris Dormans ). So the reason why I started to learn Love2D is to eventually make a game with a meaningful message.
I learned a *ton* since I first knew Love2D. And kikito's love-tile-tutorial is rather helpful in getting me started. And the HUMP libraries proved to be more and more useful as I proceeded to experiment with platformer. I changed my code on a large scale quite a few times after I learned more concept -> scoping, meatatables, and classes. And I spent a lot of time on the tweening aspect after the basic structure of my experiment was completed.
All the art was drawn by me mostly using Paint.Net. I reused some of the art in my previous experiment drawn with an outdated (free) version of Photoshop (http://www.digitaltrends.com/computing/ ... -for-free/). You may use my art for non-commercial purposes without misrepresentation of the source. All the audio was downloaded from http://www.freesound.org.
So basically, you just need to collect all diamonds to proceed to the next level.
Collision detection is entirely tile-based: checking whether the tiles around player are passable before moving with some re-adjustment of player's position. Smooth transition between grids is implemented through assigning a value denoting player's displacement from grid positions. In fact, calculations of player's position are mostly done on this displacement thing.
Lastly, have fun getting higher scores!
Libraries used:
-HUMP
-slib
-hardon collider
-struct
-anim8
This is my first topic. So I first came to know Love2D about 6 months ago. After I familiarised myself with the basics with the awesome tutorials by a lot of people, I started to experiment with my first platformer. I like platformers. for online multiplayer games, I particularly enjoy Maplestory. I also liked the Mario series and Mega Man when I was a very very small kid. I particularly enjoy games with a meaningful story element to it. Currently, my favourite games include Aquaria and Seasons( made by Joris Dormans ). So the reason why I started to learn Love2D is to eventually make a game with a meaningful message.
I learned a *ton* since I first knew Love2D. And kikito's love-tile-tutorial is rather helpful in getting me started. And the HUMP libraries proved to be more and more useful as I proceeded to experiment with platformer. I changed my code on a large scale quite a few times after I learned more concept -> scoping, meatatables, and classes. And I spent a lot of time on the tweening aspect after the basic structure of my experiment was completed.
All the art was drawn by me mostly using Paint.Net. I reused some of the art in my previous experiment drawn with an outdated (free) version of Photoshop (http://www.digitaltrends.com/computing/ ... -for-free/). You may use my art for non-commercial purposes without misrepresentation of the source. All the audio was downloaded from http://www.freesound.org.
So basically, you just need to collect all diamonds to proceed to the next level.
Collision detection is entirely tile-based: checking whether the tiles around player are passable before moving with some re-adjustment of player's position. Smooth transition between grids is implemented through assigning a value denoting player's displacement from grid positions. In fact, calculations of player's position are mostly done on this displacement thing.
Lastly, have fun getting higher scores!
Libraries used:
-HUMP
-slib
-hardon collider
-struct
-anim8