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[Release] PGELUA Platformer

This is a discussion on [Release] PGELUA Platformer within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; This is my latest project, a 2d side-scrolling platformer . Its written in Lua for the PGE API. I've been ...

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Old 11-23-2008, 06:19 AM   #1
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Thumbs up [Release] PGELUA Platformer

This is my latest project, a 2d side-scrolling platformer . Its written in Lua for the PGE API. I've been working on this for over a month now, i would of got to this stage sooner but exams, coursework all that stuff gets in the way. The name of this hasn't been thought up yet, so if you have suggest/comments just post up
This is a demo first level, The level itself is the first mario level in Mario for the NES.
Features:
- Destroyable blocks
- Checkpoint System (Needs a little refining)
- Scrolling
- Jumping blocks
- Moving Platforms (Needs a little refining)
- Dying.
- End level sequence (has a bug )
- Full Collision
- Enemies (at a early stage, currently only one )

The bug: It doesn't dofile the win file & crashes the PSP. You will need to restart it. I think its a PGE issue.

(UPDATED!) Download HERE!

Last edited by dan369; 11-23-2008 at 12:14 PM..
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Old 11-23-2008, 07:59 AM   #2
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not bad dan, not bad at all.
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Old 11-23-2008, 08:20 AM   #3
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not bad dan, not bad at all.
Thanks Fat
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Old 11-23-2008, 10:23 AM   #4

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screens would be nice...

also...

Quote:
Originally Posted by Dan369
Enemies (at a early stage, currently only one )
if your only able to add one, than your evidently going about doing enemies incorrectly, if their done correctly, their should be an limitless amount of enemies that can be placed, and should only be limited by speed issues...
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Old 11-23-2008, 10:32 AM   #5
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I Have one. I could have ten, twenty whatever amount of enemies. Things like enemies colliding with enemies, check to see that the enemie is on solid Ground etc.
I forget to say about that, there are gaps in the floor. I haven't seen that in any other Lua coded platformer, screens coming ASAP
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Old 11-23-2008, 10:40 AM   #6

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Things like enemies colliding with enemies, check to see that the enemie is on solid Ground etc.
wait...wat?, u mean that you have the enemies already doing that, or need to do that?

also, for an release you probably should have added at least several enemies to demonstrate that their dynamically handled, where's saying their's only one makes it sound like your statically doing the enemy.
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Old 11-23-2008, 11:27 AM   #7
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That's what i need to do.
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Old 11-23-2008, 12:00 PM   #8
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enemie(s), wow good new word you should put a deffinition along with it so people know what that is.

i mean you could have added an enemy to the game or maybe some enemies?

yeah its looking pretty good, but it is not a release slicer it is a demo of what he has done. he is no fool he will add those things in, sometimes the code he does may not be the best but it really doesnt matter aslong as it works at the moment.
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Last edited by FaT3oYCG; 11-23-2008 at 01:18 PM.. Reason: put brackets arround (s)
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Old 11-23-2008, 12:08 PM   #9
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Seeing as Slicer is right, i've updated the enemie code to make it a little bit better, There is 7 kill-able enemies, and i've also added the ground check to the enemies. Note: You will see Enemie 3's Y postition printed onto the screen, you should also see the enemie fall
Updated version here
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Old 11-23-2008, 12:32 PM   #10

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i know it's a demo FaT3oYCG, but the way it had sounded was that he was handling enemy's statically, rather than dynamically, which in a platformer(or any game for that matter) is a no no=-), but he's cleared up what he's doing, so no need to continue the discussion about enemy control
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Old 11-23-2008, 01:13 PM   #11
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Quote:
Originally Posted by slicer4ever View Post
i know it's a demo FaT3oYCG, but the way it had sounded was that he was handling enemy's statically, rather than dynamically, which in a platformer(or any game for that matter) is a no no=-), but he's cleared up what he's doing, so no need to continue the discussion about enemy control
Yeah he still can't spell though. XD.

EDIT:

enemy = 1 foe
enemy's = belongs to that foe
enemies = more than one foe
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(0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix).

Last edited by FaT3oYCG; 11-23-2008 at 01:19 PM.. Reason: added reason
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Old 11-23-2008, 01:38 PM   #12
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Quote:
Originally Posted by FaT3oYCG View Post
Yeah he still can't spell though. XD.

EDIT:

enemy = 1 foe
enemy's = belongs to that foe
enemies = more than one foe
I'd like to blame that on the sony OSK (i'm on my ps3 whilst 'typing' all that)
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Old 11-23-2008, 01:40 PM   #13
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Quote:
Originally Posted by dan369 View Post
I'd like to blame that on the sony OSK (i'm on my ps3 whilst 'typing' all that)
why does that affect your spelling XD. whatever i'm just being picky.
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Old 11-23-2008, 01:51 PM   #14
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why does that affect your spelling XD. whatever i'm just being picky.
Its annoying, REALLY annoying. Its slow to use, if your in a hurry. Put thats me making excuses
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Old 11-23-2008, 02:52 PM   #15
 
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wow... totally not what i was expecting lol, it reminds me of, my old atari. :P

anyway good work.
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Old 11-23-2008, 03:00 PM   #16
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wow... totally not what i was expecting lol, it reminds me of, my old atari. :P

anyway good work.
Thanks, if anybody is interested, i have my mate NICK^^ doing some gfx as we speak for me , it shouldn't be to hard to inplant gfx at all.
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Old 11-23-2008, 03:33 PM   #17
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Sounds like it's a good start Dan. I'll check it out when it gets a bit better yeah.

Nice to see PGE being used though.
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Old 11-23-2008, 07:45 PM   #18
 
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Please, please tell me you're using a tile-map. I looked through the script, and as far as I can see, there's no tile-map being drawn. You will not be able to make a platformer without a tile-map, it's just not possible. You can't have that many things going on at once. As for the enemies that slicer4ever was explaining about. You'll need a function to draw a certain amount of enemies at a specific tile. I'll go more in depth if you're interested. Same goes for the tile-map. I just finished making a decent Tile-Engine, so I'm pretty sure I could help there.
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Old 11-24-2008, 03:11 AM   #19

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You will not be able to make a platformer without a tile-map, it's just not possible.
Why? It is perfectly possible to create a (2D) platformer without a tilemap.
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Old 11-24-2008, 03:47 AM   #20
 
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Why? It is perfectly possible to create a (2D) platformer without a tilemap.
True, it's possible (caught me on that one ), just really not that efficient or smart.
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Old 11-24-2008, 07:24 AM   #21
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True, it's possible (caught me on that one ), just really not that efficient or smart.
I just don't really like Tile Maps. It may be a little bit more efficient but it really wouldn't make any massive speed difference. On another note i killed that end level bug which is good
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Old 11-24-2008, 08:09 AM   #22
 
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I just don't really like Tile Maps. It may be a little bit more efficient but it really wouldn't make any massive speed difference. On another note i killed that end level bug which is good
cool, what was the problem? just curious.
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Old 11-24-2008, 09:00 AM   #23
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So now you just need to;

- Moving Platforms (Needs a little refining)
- Checkpoint System (Needs a little refining)

And then more levels and enemies and you have a real release?

P.s Screenies? I want to know if it looks nice..
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Old 11-24-2008, 09:02 AM   #24
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XD its blue destroyable blocks green floor the player and block you stand on are red if i remember from what i tested, there are no gfx atm. but he is getting some done, this was just to show what he has done already.
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Old 11-24-2008, 09:48 AM   #25
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XD its blue destroyable blocks green floor the player and block you stand on are red if i remember from what i tested, there are no gfx atm. but he is getting some done, this was just to show what he has done already.
Thanks for answering Fat, as for the bug, i was using dofile which is prone to memory leaks, i reverted to using loadfile instead.
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Old 11-24-2008, 12:40 PM   #26
 
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I just don't really like Tile Maps. It may be a little bit more efficient but it really wouldn't make any massive speed difference. On another note i killed that end level bug which is good
You will run into some issues both productivity and speed wise if you draw the tiles manually. Usually, it's best to use a tile map, mostly because it provides for easy map making. If you'd like, I could probably help (if I get the time) you understand how tile maps work. I just helped one person, and he seems to be getting along fine.
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Old 11-24-2008, 12:43 PM   #27
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Lol fine. Didn't know there was no gfx at all.

Next major step = get some gfx then.
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Old 11-24-2008, 01:04 PM   #28
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well, i'll think i'll pass for now on your offer Safari. Maybe if later on, i run into speed issues but with PGE having modular support(allowing me to pick the things i want e.g ad-hoc functions etc. ) i think by PGE 0.03 this will run even faster, right now i'm doing a code clean-up.
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Old 11-24-2008, 05:53 PM   #29
 
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looks nice Dan, keep up the good work
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Old 11-24-2008, 10:53 PM   #30

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Quote:
Originally Posted by dan369 View Post
well, i'll think i'll pass for now on your offer Safari. Maybe if later on, i run into speed issues but with PGE having modular support(allowing me to pick the things i want e.g ad-hoc functions etc. ) i think by PGE 0.03 this will run even faster, right now i'm doing a code clean-up.
If you are having speed issues with a game consisting of entirely rectangles, you are doing something seriously wrong.


Also, get into the habit of looping through an array with
Code:
for i, object in ipairs(objects) do
instead of
Code:
for i=1, table.getn(objects) do
Furthermore, table.getn(objects) is deprecated, you should be using the # operator.
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