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Platform Gaming Goodness

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Rob Loach

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I've made some progress on the 2D platform gaming goodness also known as Hazardous Hal:


(click to enlarge)


A lot of things were redesigned, including a state system for the player. This means that it's much easier to manage whether they're falling, jumping, standing, etc. It's also very easy to add new states because you just derive from a class instead of checking tiles all the time. So far there's just HalJump, HalStand and HalWalk. Another thing the state system allowed is the ability to do high jumps by just holding down the jump key longer. The effect works very well, and is rather seemless...

The great thing about the system that's setup is that it's all completely exported from Tile Studio. This means I can completely change the level details, graphics, player details, animations, etc all through Tile Studio. If you take a look at the image on the left, you'll get an idea of what I'm talking about. It works really well so far, and I'm looking forward to seeing how it progresses.

What I need now is a design document and know where to go with it. I'm thinking about implementing Dangerous Dave with the technology, but still have to work on the backend stuff first. I'd have to find all new graphics, or, of course, steal some of Stompy's Goodness. What I have now will work until I get a design document going.

BooGame and Mono

I've decided to postpone work on BooGame until Hazardous Hal is finished. This will allow me to actually complete a game before going back into the grind with making BooGame compatible with Mono. Making BooGame Mono-compatible will be a big job:
  1. Port BooGame to Boo
  2. Debug BooGame with Mono
  3. Get rid of Mono-related bugs
  4. Debug some more
  5. Tear out hair
  6. Debug some more
  7. ... etc.

Random Interest

" target="_blank">Mat Weddle of Obadiah Parker - "Hey Ya"
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At least somebody is using TileStudio. Everytime I recommend it, it falls on deaf ears. People seem to want rigid editors just designed for their game instead of something flexible, their loss I guess.

A complete game using it would be nice, might make it a bit more popular(haven't seen any yet).

Edit: Oh and about Mono, does it only support .Net 1.1? I'd like to make Sandbox cross-platform, but I'm not giving up all my 2.0 features for the 5 people that don't use Windows.

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Awesome. Then we can make a sequel where Hazardous Hal and Admiral Overalls team up against the evil Dr. Platypus!

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Original post by Scet
Oh and about Mono, does it only support .Net 1.1? I'd like to make Sandbox cross-platform, but I'm not giving up all my 2.0 features for the 5 people that don't use Windows.
The majority of .NET 2.0 is in there, like Generics. Some of the crazy .NET 2.0 WinForm controls arn't in there yet, but that's to be expected when playing catchup.

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Original post by HopeDagger
Awesome. Then we can make a sequel where Hazardous Hal and Admiral Overalls team up against the evil Dr. Platypus!
Sweet.... Commander Keen clone + Dangerous Dave clone == Pit of Doom!

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It's looking very good.

Quote:
Another thing the state system allowed is the ability to do high jumps by just holding down the jump key longer. The effect works very well, and is rather seemless...


I'd be very interested to know how you did that. That is something I would like to have in my games.

Also, it seems from the screenshot of the tile editor that you will be implementing tiles with slopes. I'd also be interested in knowing how you would go about changing the movement based on whether the player is running on a slope.

Anyway, I'm looking forward to reading more about this.

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Original post by Stompy9999
Quote:
Another thing the state system allowed is the ability to do high jumps by just holding down the jump key longer. The effect works very well, and is rather seemless...

I'd be very interested to know how you did that. That is something I would like to have in my games.
That was actually one of the easier things..... When the player was jumping, if he was still rising, and the player still had the key down, I decreased the amount of gravity affecting him. The end result is that if they just tap jump, they go up only a bit, but if they hold, they go up and up, peak, and then fall. Of course, this is assuming gravity is in place [wink].

Quote:
Original post by Stompy9999
Also, it seems from the screenshot of the tile editor that you will be implementing tiles with slopes. I'd also be interested in knowing how you would go about changing the movement based on whether the player is running on a slope.
Allowing sloped tiles will require a little trig to calculate the collision points between tiles. You'd calculate the intersection point of the bottom of the player (feet) and the line between the corners of the tile and see if they intersect. I'm not sure if I'll actually need it if I'm doing a Dangerous Dave clone, but it would be fun to get working..... Would be a neat thing to have in Blocky Man, maybe you'll have to rename it Slope-y Man.

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