Showing posts with label Week 3. Show all posts
Showing posts with label Week 3. Show all posts

Wednesday, April 30, 2014

Jumping Box Final!

So... that took two weeks. Kind of not really...

At the end of that first week I had a rough idea, and a lot of hope. I ran in to plenty of trouble in the 48 hours I spent putting the game together.

I'm 2 days in to a new week, and just now publishing, but that's OK. I am publishing. And now it's time for the breakdown...

What Went Right?

The whole thing turned out the way I wanted. I was hoping to explore rotating the player box as it was jumping, but never got to it. movement, and even level creation went fairly well. I have not spent any time making sense out of the math of how I got the avatar to jump like I did. I just know, its working. I've pretty much figured out points, and I'm happy with the resolution's I've come up with to answer the question of "point reversion" upon death. For the most part this is the product I was looking to put out. As always, I learned/realized a lot along the way. 

What Went Wrong?

Player movement strategies with sine, bullet, and anything else that was not part of the "Platform" behavior. Shortcuts are  nice, but I'm starting to see the flaw in this system when it comes to learning about the more intricate things. I still have no idea how to manually make something "Jump". I also found out that if you stop a sine wave, you cannot revert it back to the first step, you just continue on if you try to use the sine wave again on the thing. I'm certain this is another one of the sacrifices for the sake of convenience. Not a bad thing, when looking a the whole picture, but a bad thing when looking at part of it.

At one point the avatar, upon jumping would stop on the floor, but once you jump again, it continued the wave through the floor instead of "jumping". combine things like gravity, and bullet behaviors, and it was like watching a rocket fly around with no control. 

Does it work? yes it does! I feel proud I sucked it up, faced my fears, ran in to roadblocks and powered through. The game does what I wanted, and is pretty good. I've confirmed that I am terrible at these jumping games as this one is probably a game I've play tested the most. I used a friend for alpha testing to confirm that it was not just my skill, and event then, half the times I failed, they were successful.

Thanks for reading. In case you've missed it, you can go here to play my game. Let me know what you think in the comments below?

Tuesday, April 15, 2014

Jumping Box! - Day 2 Aaarrgg and Yay

Skipped out on yesterday due to personal reasons. Got back in to it today a little and was smashing my head on the way.. My plan is/was to have a flat surface, with mo movement, and have obstacle just.. come at the player. As long as the colors matched it would feel like the player was moving along a surface.. as opposed to just dodging incoming objects. Makes sense to me right?

The only down side to this is I pretty much either had to build out this massive level of jumps thousands of pixels wide, and just bullet them towards the player. After that your golden.. But what a weird thing to work on. I might still do it like that, it's possible. But as I looked at it, and once I went back to Lessmilk's examples I noticed that he did the game in pieces like 3 or 4 jumps in a level, and just go to the next one. 

Player actually moves however, making your brain skew a little when it comes to timing your jumps.

The more I think about it, I might try for both.. maybe.. doing guesstimaiton I'm saying 3-5 jumps per tile 30 tiles. Ever tile.. 600 pixels.. so 1800 pixel wide game 200 pixel's tall. stick to 2 colors, and it should still be damn fast.. but how to deal with place holders.. checkpoints!

Yes! I will create my 600 pixel tile's place checkpoints at each one, and just.. move the pieces as needed.. I may be able to create 2 games at once.. using two different methods after all!