chris_r
Active Member
- Joined
- Jun 16, 2004
- Messages
- 745
Hi guys, as you probably don't know (unless you've been paying lots of attention on GP32X) I am attempting to code a game to be ready in time to be a launch game for the pandora. This is only my 2nd game I have written (after breakout) but I hope to be able to have the project released on schedule.
The game is a platformer, even though there are many already. My platformer will include levels created by me, but will also include a Level editor that will run on the pandora so that the community can also create and share their own levels.
At the moment it is only in its very basic form:
The player can be moved left/right and acts under gravity.
The player has very basic collision detection.
The map of the level is loaded from a file.
The graphics tiles are loaded from a file.
Todo (core features only, before additional features)
Design graphics.
Properly implement collision detection.
Remove hardcoded level values and add them into the loadable file format.
Load the level size from file (again instead of hardcoding)
Implement character actions (such as jumping)
Load multiple tile maps that layer on top of each other.
Add collision detection for certain tile types.
Decide on a better tile size (32x32 is way too small for pandora's high res screen)
Add level scrolling when the character reaches the edge of the screen.
Of course I have here the obligatory screenshot, although it doesn't show much at the moment.
This shows the tile engine running (loaded by a map that was randomly generated) and the player (the red box) has fallen from the top of the screen and can be moved left and right on the black tiles (collision is hardcoded at the moment, it will be changed later).
I welcome feature suggestions and assistance, but please be considerate to keep this thread tidy. If a feature is quite obvious then please don't suggest it. If the thread is kept tidy, then my updates will be less likely to get lost among posts.
This blog can also be found on http://christophsdevblog.blogspot.com in case people would like an RSS feed.
I have changed the level file now so that the tile size and level size are loaded from the file. This will mean less consistency between level designs (graphic styles, unless using the default tile map) from different designers, but allows for a bit more flexibility for level designers.
The FPS is now capped, instead of running at full whack like it used to, it runs at 30FPS.
Update #1 5/10/08
I have changed the level file now so that the tile size and level size are loaded from the file. This will mean less consistency between level designs (graphic styles, unless using the default tile map) from different designers, but allows for a bit more flexibility for level designers.
The FPS is now capped, instead of running at full whack like it used to, it runs at 30FPS.
I want to know if someone with experience could tell me the best tile resolution, for the pandora's screen. eg. How many tiles is it a good idea to have vertically/horizontally?
Update #2 08/10/08
The level can now scroll horizontally (Mario style) and the character now properly detects collisions between certain tiles.
All level details are now loaded from the level file.
Now I need to implement multiple level layers. I'm thinking 3 of them, but someone tell me if I'm wrong.
One in foreground (in front of character)
One in background (behind character)
One for scenery (parallax skys and stuff like that)
Update #3 13/10/08
The character now properly jumps and collides with tiles directionally. The character now properly reacts to tiles properly as well ie. acting under gravity. Not moving further if a tile is blocking the way etc.
Cleared up the last of the hardcoded code. All the level details are now loaded from the level file so that levels can be in a completely independant style from the original levels.
I removed all the debugging bits I had put in before to test, and cleaned up the code. (Probably doesn't actually make much of a difference in speed but it's good to keep code clean)
Fixed a bug where the tiles would only blit if an image was loaded.
I will likely upload a youtube video soon of the game in action (albeit still without proper graphics)
YouTube Video 13/10/08
You can see a short YouTube video of my progress here
Update #4 18/10/08
I've now implemented multiple drawing layers, including a parralaxed background. The background scrolls slower than the other layers (any number of layers can be used).
All that I've got at the moment is a bit of a tacky starry background.
At the moment though I'm having a bit of trouble calculating how fast the background should be scrolling because it's not a fixed value, but scrolls depending on the size of the background layer. I have been working on trying to get this working properly for days and it still doesn't. So I'm leaving it in a semi-finished state until I can get it working so I can work on other features.
If someone could give me a pointer with that it would be helpful. Drop me a PM or something.
I started working on graphics and then completely forgot that the pandora is at such a high res on a small screen. So I scrapped them and started again.
So I guess now I should tell everyone about my game.
MONSTER! is a game in which you play a young lost little monster, rampaging around town, eating people and doing it by jumping between/scaling buildings.
The only graphics I have so far after scrapping all the low-res graphics is one frame of the monster so I'll provide a screenshot of that at least.
The game is a platformer, even though there are many already. My platformer will include levels created by me, but will also include a Level editor that will run on the pandora so that the community can also create and share their own levels.
At the moment it is only in its very basic form:
The player can be moved left/right and acts under gravity.
The player has very basic collision detection.
The map of the level is loaded from a file.
The graphics tiles are loaded from a file.
Todo (core features only, before additional features)
Design graphics.
Implement character actions (such as jumping)
Of course I have here the obligatory screenshot, although it doesn't show much at the moment.
This shows the tile engine running (loaded by a map that was randomly generated) and the player (the red box) has fallen from the top of the screen and can be moved left and right on the black tiles (collision is hardcoded at the moment, it will be changed later).
I welcome feature suggestions and assistance, but please be considerate to keep this thread tidy. If a feature is quite obvious then please don't suggest it. If the thread is kept tidy, then my updates will be less likely to get lost among posts.
This blog can also be found on http://christophsdevblog.blogspot.com in case people would like an RSS feed.
I have changed the level file now so that the tile size and level size are loaded from the file. This will mean less consistency between level designs (graphic styles, unless using the default tile map) from different designers, but allows for a bit more flexibility for level designers.
The FPS is now capped, instead of running at full whack like it used to, it runs at 30FPS.
Update #1 5/10/08
I have changed the level file now so that the tile size and level size are loaded from the file. This will mean less consistency between level designs (graphic styles, unless using the default tile map) from different designers, but allows for a bit more flexibility for level designers.
The FPS is now capped, instead of running at full whack like it used to, it runs at 30FPS.
I want to know if someone with experience could tell me the best tile resolution, for the pandora's screen. eg. How many tiles is it a good idea to have vertically/horizontally?
Update #2 08/10/08
The level can now scroll horizontally (Mario style) and the character now properly detects collisions between certain tiles.
All level details are now loaded from the level file.
Now I need to implement multiple level layers. I'm thinking 3 of them, but someone tell me if I'm wrong.
One in foreground (in front of character)
One in background (behind character)
One for scenery (parallax skys and stuff like that)
Update #3 13/10/08
The character now properly jumps and collides with tiles directionally. The character now properly reacts to tiles properly as well ie. acting under gravity. Not moving further if a tile is blocking the way etc.
Cleared up the last of the hardcoded code. All the level details are now loaded from the level file so that levels can be in a completely independant style from the original levels.
I removed all the debugging bits I had put in before to test, and cleaned up the code. (Probably doesn't actually make much of a difference in speed but it's good to keep code clean)
Fixed a bug where the tiles would only blit if an image was loaded.
I will likely upload a youtube video soon of the game in action (albeit still without proper graphics)
YouTube Video 13/10/08
You can see a short YouTube video of my progress here
Update #4 18/10/08
I've now implemented multiple drawing layers, including a parralaxed background. The background scrolls slower than the other layers (any number of layers can be used).
All that I've got at the moment is a bit of a tacky starry background.
At the moment though I'm having a bit of trouble calculating how fast the background should be scrolling because it's not a fixed value, but scrolls depending on the size of the background layer. I have been working on trying to get this working properly for days and it still doesn't. So I'm leaving it in a semi-finished state until I can get it working so I can work on other features.
If someone could give me a pointer with that it would be helpful. Drop me a PM or something.
I started working on graphics and then completely forgot that the pandora is at such a high res on a small screen. So I scrapped them and started again.
So I guess now I should tell everyone about my game.
MONSTER! is a game in which you play a young lost little monster, rampaging around town, eating people and doing it by jumping between/scaling buildings.
The only graphics I have so far after scrapping all the low-res graphics is one frame of the monster so I'll provide a screenshot of that at least.
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