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PhilVaz

Side-Scroll Demo

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Side-Scroll Demo, megaman animation, full screen Direct Draw 1.0 cpp source | EXE Seems to work fine on all the Win machines I've tested, so I'm making a full game with this. Tiles are 50 x 50 pixels each, display 800 x 600 with clipping. VazGames.com Phil P [edited by - PhilVaz on March 27, 2004 1:27:48 AM]

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Pretty impressive!

The animation is a little jerky at times, but very well done nevertheless. You might want to consider making jumps shorter and faster though.

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Smoothed the scrolling a little bit. Same link as above.

Thanks for the comments. Need to figure out collision detect with platform tiles next.

source | EXE

Phil P

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Looks good, runs smooth.

Found two issues, one major and one minor.

When you run right, then left at the start, the camera ''snaps'' suddenly when it realizes its leaving the borders. Doesn''t seem to do this on the far-right.

Also when you''re jumping and land, you need some sort of pause or animation or something. If you just keep jumping, your legs never come back in to land, looks pretty funny =P

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<< When you run right, then left at the start, the camera ''snaps'' suddenly when it realizes its leaving the borders. >>

You are correct. Need to fix that for the left side. Thanks. Its called the "polish" in that article by Geoff Howland. I''ll try to fix these when I make a side-scroller game out of it. A month or two depending how much time per day I spend.

A Path to Game Development

<< Also when you''re jumping and land, you need some sort of pause or animation or something. >>

Yeah, looks weird. Also I need to figure out how to check for how long you hold the CTRL (jump) key, for three different jump heights, very short time for very short jump, medium time for med jump, and long for highest jump. More polish.

Phil P

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Works fine for me. Are you using time based motion? It doesnt really feel right to me, but that may be just me.

WindowsXP Pro. Pentium 3 1GHz. 512MB Ram. gforce 2 ti 400 32mb.

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<< It doesnt really feel right to me, but that may be just me. >>

Yeah, maybe too slow motion. I''m trying to make it feel like the original Super Mario Bros, maybe need to speed it up a bit. Was using a delay between frames.

VazGames.com

Phil P

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Very nice job!

quote:
Original post by GroZZleR
When you run right, then left at the start, the camera ''snaps'' suddenly when it realizes its leaving the borders. Doesn''t seem to do this on the far-right.
I experienced this, too.

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<< I experienced this, too. >>

I can fix it, I can fix it! Hee hee. I think.

Now I need to go through the 2 billion art tiles I''ve downloaded the past couple months, and make some levels. Maybe make a "level editor" in Visual Basic or something.

Phil P

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DirectDraw 1.0?? Is that the same as WinG?

Nice demo! The only issues I found were that the scrolling is a bit jumpy (mentioned by others) and the cursor sticks around. Might be nice if it were hidden when the game is active.

-Kirk

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<< DirectDraw 1.0?? Is that the same as WinG? >>

That just means I''m using IDirectDraw interface (e.g. LPDIRECTDRAW), instead of 4 or 7. 1.0 still works, plus I''m using all the straight C calls to DirectDraw (the functions with the underscore in them). I learned much of this from an old tutorial here that uses 1.0

Direct Draw Tutorial by Lan Mader

Plus this article in the Genesis series helped me understand clipping

IDirectDraw Clipper

Phil P

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