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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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#1 |
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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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#2 |
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not bad dan, not bad at all.
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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#4 | |
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screens would be nice...
also... Quote:
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#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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#6 | |
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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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#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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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (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 01:18 PM.. Reason: put brackets arround (s) |
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#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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#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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1. Failed....again... 2. http://slicer.gibbocool.com/ stay updated on all my projects |
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#11 | |
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Quote:
EDIT: enemy = 1 foe enemy's = belongs to that foe enemies = more than one foe
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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (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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#12 |
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#13 |
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why does that affect your spelling XD. whatever i'm just being picky.
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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#14 |
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#16 |
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#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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#19 |
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Why? It is perfectly possible to create a (2D) platformer without a tilemap.
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#21 | |
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Quote:
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#22 |
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#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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#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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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#25 |
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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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#26 |
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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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#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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#30 | |
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Also, get into the habit of looping through an array with Code:
for i, object in ipairs(objects) do Code:
for i=1, table.getn(objects) do |
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| pgelua , platformer , release |
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