Glow and SMB3 clone update

posted in Beals Software
Published September 28, 2006
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OMFG, Ravuya released Glow! Go download it, it's freaking awesome!



Well, this freaking stuttering graphics problem has got me both stumped and stuck. At first I though it might be a little issue, but now that it's happening to me (for unknown reasons) I realise how annoying it is. Either way it looks like I'm going to have to put it aside for now.

On a good note I do have collision detection fixed, so now you actually hit your head instead of the space above your head. I also think that I've fixed the falling through blocks issue (Krisc isn't on to test it for me though.)

I also smoothed out the camera movement and I think it is MUCH better. It adds the in-between pixels problem (so mario's left ear twinkles a little bit; the very left pixel disappears every now and then), but it's not very noticeable and it makes the camera way better IMO, so I'm leaving it for now.

All I need to do is figure out how to get passed this stuttering issue and I'll be good.


Update: So, as usual I laid down in bed to go to sleep and I was back up no more than 5 minutes later. I hate going to bed when I haven't contributed at least two or three things to my project. So, I added in animation. I still have to get the animations set up (left and right are the only ones in right now), but they're working good. I also added flipping, so it accomodates for facing left and right.

Also, the above twinkling that I mentioned. Yea, that was me being retarded again.


Update again: Ok, I got animation all setup and I THINK (again) that I have the stuttering fixed. So, if I could get you guys to test it out for me, that'd be awesome!
Project MalykAI Demo

Now, it's bedtime for me. I have to be up for work in just a few hours.
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0 likes 8 comments

Comments

ShoeStringGames
I like it, feels like an updated Mario 1, I didnt notice the ear chopping though. I did find something a little weird. When a person falls so far into a hole, they should die. I was able to walk below the tile map after I fell in a pit, it was just a little weird. Animation was smooth though, and no flicker on the graphics for me.
September 28, 2006 08:45 AM
Programmer16
Quote:Original post by ShoeStringGames
I like it, feels like an updated Mario 1, I didnt notice the ear chopping though. I did find something a little weird. When a person falls so far into a hole, they should die. I was able to walk below the tile map after I fell in a pit, it was just a little weird. Animation was smooth though, and no flicker on the graphics for me.


Thanks for testing it Mark! The ear thing was my mistake, I was forgetting to the player's position, causing the "in-between pixels" effect. As for the hole, I don't have death tiles in the game yet, so that'll be fixed when they're added. I'm glad to hear the animation was smooth and that there was no flickers.
September 28, 2006 08:54 AM
Drakkcon
This is pretty cool.

I was getting a constant 52-53 fps, with:

An old Athlon 64 3200+
An old ATI x600
1 gig of ram

So, it's quite smooth.

My only complaints are having the jump button be the up arrow, and there not being a dash button.

I love the springs.
September 28, 2006 09:24 AM
Twisol
Looks good! With Mario animated, the stutter is that much harder to notice.

Oh, and make the 'cloud line' easier to reach. I can't get to it at ALL without using the editor. :(
September 28, 2006 12:47 PM
Tallitus
Worked fine for me on XP and Vista as well. FPS was 60-62.

Few comments:
- The threshold for animating could use a little tweaking or it could use some more frames. If you hit the key quickly you'll see one frame of walking animation but no movement so it flickers a bit.
- Fell down in the hole and ran around under the world (think someone else already mentioned this)

Nice work though, makes me want to go and make a platformer/sidescroller :)
September 28, 2006 03:07 PM
Programmer16
Quote:Original post by Drakkcon
This is pretty cool.

I was getting a constant 52-53 fps, with:

An old Athlon 64 3200+
An old ATI x600
1 gig of ram

So, it's quite smooth.

My only complaints are having the jump button be the up arrow, and there not being a dash button.

I too dislike the up arrow being jump, so I'm going to change that. I was going to add a dash button, but I figured there wasn't really a point since I can't get slick surfaces to work. If need be I can raise the maximum/minimum x-velocity to speed it up.

Quote:Original post by DrakkconI love the springs.

[lol] Me too. When I first got them implemented I spent a little while just playing around with them. What amazed me was they were actually quite easy to implement.


Quote:Original post by linkofazeroth
Looks good! With Mario animated, the stutter is that much harder to notice.

Oh, and make the 'cloud line' easier to reach. I can't get to it at ALL without using the editor. :(


[lol] Ok, I'll make the cloud line easier to reach. There are two ways to reach it as is; stand on the very left of the brick to it's lower left and jump so that you land on the right side of the spring, or use hit the spring at max-velocity (by moving left and then back right in midair (after you've jumped on it once already.))

I take that back. Making it easier to reach destroys the whole reason it's there; it's a bonus, it's not supposed to be super easy to reach. Once you figure it out, it's actually quite easy to reach.


Quote:Original post by Tallitus
Worked fine for me on XP and Vista as well. FPS was 60-62.

Few comments:
- The threshold for animating could use a little tweaking or it could use some more frames. If you hit the key quickly you'll see one frame of walking animation but no movement so it flickers a bit.
- Fell down in the hole and ran around under the world (think someone else already mentioned this)

Nice work though, makes me want to go and make a platformer/sidescroller :)


Awesome, glad to see another pass on the Vista test!

The first one seems quite odd (I have the same problem.) I'll have to look into, but I'm not quite sure how to solve it at the moment.
The second one has actually been mentioned several times. I don't have death coded into the game yet (I don't have any of the stuff like that done yet (scoring, lives, etc.)) As soon as I get those implemented this problem will be gone.

Thanks for all the replies guys! It's really nice to know that it's working decently on other computers so that I can move one.
September 28, 2006 04:25 PM
Tallitus
RE: animation - What you might want to do is make sure the character actually moves some small amount (maybe 1-3 pixels) in the x or y (or both) direction before switching to the next animation frame. That should solve it. That or have an additional frame that is inbetween (about to step or something). The thing that caught my eye the most was the moustache line would show up.


September 28, 2006 06:12 PM
Programmer16
Quote:Original post by Tallitus
RE: animation - What you might want to do is make sure the character actually moves some small amount (maybe 1-3 pixels) in the x or y (or both) direction before switching to the next animation frame. That should solve it. That or have an additional frame that is inbetween (about to step or something). The thing that caught my eye the most was the moustache line would show up.


Thanks, I'll keep that in mind when I come back to work on it. Getting stuff like AI, death, and scoring into the game is more important at the moment.

Thanks for the comment!
September 28, 2006 08:20 PM
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