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Author Topic: Bouncedown -  (Read 559 times) Bookmark and Share
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collechess
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« on: 19 September, 2011, 01:14:30 »
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After being inactive pretty much the whole summer, I have decided to port the java game Bouncedown.  The screenie shows whats finished so far.


* BounceDownScreenshot.gif (126.39 KB, 192x128 - viewed 129 times.)
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« Reply #1 on: 19 September, 2011, 01:23:18 »
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This looks pretty good!  What do you have left to add?
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« Reply #2 on: 19 September, 2011, 01:26:52 »
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In the original there's trampolines and treadmills and stuff.
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« Reply #3 on: 19 September, 2011, 01:28:12 »
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Looks nice! Trampolines and treadmills would be really nice if you could do that.
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« Reply #4 on: 19 September, 2011, 01:32:32 »
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That looks awesome so far.  Good luck adding the rest of the stuff. Smiley
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yunhua98
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« Reply #5 on: 19 September, 2011, 02:46:54 »
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oh, I love that game on my iPod!  Good luck, I can't wait to download it.  Wink
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« Reply #6 on: 19 September, 2011, 02:55:15 »
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Nice! I loved that game.
Is this Axe or assembly?
« Last Edit: 19 September, 2011, 02:55:47 by sqrt(Time) » Logged
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« Reply #7 on: 19 September, 2011, 16:39:26 »
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Nice! I loved that game.
Is this Axe or assembly?
^^

Looks good! Also you might want to consider adding your own game elements, such as coins, enemies (this is where it's at), power-ups, awesome sprite animations (not that those don't look good), realistic gravity, etc.
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« Reply #8 on: 19 September, 2011, 22:53:45 »
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Its in Axe.  And it will probably be a pretty small game, though I'm going to try to add better physics, animations, and trampolines and treadmills.
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« Reply #9 on: 20 September, 2011, 02:10:47 »
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You might be interested in some of BuilderBoy's physics tutorials. Some one should write a sprite animations tutorial one of these days. Like, how to make good ones.
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« Reply #10 on: 20 September, 2011, 02:57:29 »
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The goal is the opposite from poppyjump on android phones or ipod touches lol
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« Reply #11 on: 20 September, 2011, 23:00:08 »
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I'm going to try to add different kinds of platforms, however I don't really know how.  Right now all of the collisions are through pxl-Test.  Is there any other way to do collisions without creating a full tilemap so that it finds what kind of platform it is?
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« Reply #12 on: 20 September, 2011, 23:10:27 »
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Talk to either squidgetx, leafiness0, or BuilderBoy (probably builderboy) about physics collisions. I think some adaptation of SquidgetX's technique for Stick Ninja is what you're after.
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Completed Projects:
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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


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Not much yet, hopefully this section will grow soon with time (and more contests)


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« Reply #13 on: 22 September, 2011, 23:14:41 »
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Because the code is a complete mess, I'm recoding the entire engine. Sad  I think I know a way to process different collisions though, plus the new engine is a lot smoother.
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« Reply #14 on: 26 September, 2011, 13:31:07 »
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I hate rewriting things. Good luck.
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