Author Topic: Jumper for the +C  (Read 8094 times)

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Offline Hayleia

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Re: Jumper for the +C
« Reply #30 on: December 01, 2013, 06:53:12 am »
It looks great and smooth :D
Will you implement "realistic" movement ? I mean continuous velocity and not 0 to 1 in 0 seconds ?
(I am talking about horizontal movement)
« Last Edit: December 01, 2013, 06:53:32 am by Hayleia »
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Offline AssemblyBandit

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Re: Jumper for the +C
« Reply #31 on: December 01, 2013, 08:05:47 am »
@Sorunome:


@Hayleia: Thanks! I don't think I'll change the horizontal movement though. When I first started it, I wanted to have realistic physics. I searched around here for some routines but came up with nothing. Then I created some sin and tan tables to be used for horizontal and vertical movement. I tried out the horizontal routine first but I didn't like it so it got scrapped. I made vertical movement to have instant acceleration with velocity gradually changing. In the later levels when you *have* to land on a specific platform its a lot quicker to swap directions without horizontal de/acceleration. Its also easier to land on moving platforms (a little exaggerated in the above video!)

Offline Sorunome

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Re: Jumper for the +C
« Reply #32 on: December 01, 2013, 08:07:12 am »
Oh, that are awesome modes :D

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Offline DJ Omnimaga

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Re: Jumper for the +C
« Reply #33 on: December 02, 2013, 12:19:50 pm »
Awesome game, I just tried it and it's pretty fun. My highscore is 86956 by the way :P
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Offline Streetwalrus

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Re: Jumper for the +C
« Reply #34 on: December 02, 2013, 12:52:49 pm »
Yup, the secret modes seem to be quite challenging. :D Nice job again.

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Re: Jumper for the +C
« Reply #35 on: December 03, 2013, 02:39:24 am »
Oh wow I didn't notice the secret modes part. They are quite fun but hard lol.

Also what's with the sprite turning into a frog? O.O
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Offline AssemblyBandit

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Re: Jumper for the +C
« Reply #36 on: December 03, 2013, 03:49:46 am »
Thanks everyone! DJ, what do you mean the sprite turning into a frog?

Offline DJ Omnimaga

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Re: Re: Jumper for the +C
« Reply #37 on: December 10, 2013, 12:17:18 pm »
Yeah after playing the game once or twice, the little jumping guy became a frog on both the title screen and during the game. It lasted through about 5 or 6 gameplays, ending after I tried the secret modes.

Edit: oh wait I just realized we could change the character! O.O
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Re: Jumper for the +C
« Reply #38 on: December 10, 2013, 05:14:32 pm »
Lol! Yeah, press left or right during the title to change the character. I was hoping he wasn't changing while you were playing the game!

Offline chickendude

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Re: Jumper for the +C
« Reply #39 on: December 10, 2013, 09:15:44 pm »
How do you do acceleration? I've never bothered with sine/cosine tables, i generally just give it an initial value and subtract gravity from velocity. Those other modes look pretty wild, a mixture of the moving and disappearing platforms would be great!

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Re: Jumper for the +C
« Reply #40 on: December 10, 2013, 10:08:58 pm »
The proper way to do it would be to add acceleration to velocity then velocity to Y but I limit it to only increment the characters position by 2 pixels or scroll the screen if the character is at the top every interrupt. I set H to 100 and increment L by H every interrupt until it carries, then I increment Y twice and decrement H and repeat until it slows down. If I initially set H to 200, it carries every interrupt for a while sending the character moving faster/higher up. You could use a table for acceleration to make the character follow a curve or add some random numbers to simulate wind disruption or equipment failure or something.

Offline chickendude

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Re: Jumper for the +C
« Reply #41 on: December 11, 2013, 12:54:00 am »
It's an interesting idea, i generally give coordinates 2 bytes, where the last 5 bits are used as a fraction. You could use the entire 2nd byte for the fraction, but i like having 256 tiles to work with (vs. 256 pixels) and being able to find the character's position in the map quickly by just reading the MSB. I guess the CSE has a larger screen, too, so you'll need to work with a larger area than i do.

It's essentially the same idea you've got, just instead of varying how often to update the Y coordinate, i update it every frame, but with a fraction. So if i add 32 (%00100000), that moves the character one pixel (the first five bits are fractions, changing them won't change the sprite's position). But if i add 16, it moves the character half a pixel (ie. it takes two frames to move the character one pixel). I might start the velocity at 80 (2.5 pixels per frame) with a gravity of 8 (ie. it would take 10 frames for the player to come to a complete stop, though the last few frames the sprite would update very slowly, giving it a nice arc). I'm not sure how sound the physics are, but it looks nice to me :)

Also, that wind idea is really interesting. It'd be cool to have gusts of wind pop up from time to time blowing you one way or another.

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Re: Jumper for the +C
« Reply #42 on: December 11, 2013, 01:59:49 am »
By the way, I wonder if it's just a coincidence, but it seemed like with the orange character and some others, the gap between platforms was much larger when starting than with the frog or the main character. Is there a different difficulty per character?

Regardless, one nice idea I had was a different mode assigned to each character. For example, the default char would use the current mode, another character would loop through the screen sides, another would have left-right physics and another would lack any jumping physics.
« Last Edit: December 11, 2013, 02:01:36 am by DJ Omnimaga »
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Offline AssemblyBandit

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Re: Jumper for the +C
« Reply #43 on: December 11, 2013, 06:28:55 pm »
@chickendude: Thanks! I like the 11 bit coordinates, I'll have to try that out.

@DJ: No but changing modes with characters sounds like a good idea!

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Re: Jumper for the +C
« Reply #44 on: December 25, 2013, 10:26:16 pm »
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