• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Guest Anonymous Poster

I want to make the little dude jump

2 posts in this topic

To fall, you need to have your tiles designated as "solid" and "not solid". When your character is over a "not solid" tile, you move him in the negative y direction while moving him in the x direction according to key presses (assuming you're using key presses to control) as usual. Note that this is the mario-specific way to do things, some games don't allow you to change the direction of your fall, they just calculated the angle of fall when you hit the edge and drop you that way.
For jumping it's more or less the same idea as falling, except for the fact that you go in the positive y direction until you reach a certain height, then you go in the negative y direction until you are back on a "solid" tile. Make sure that the positive amount of y you jump is relative to your starting y, otherwise you will be unable to jump over a certain height regardless of where you are on screen if you do it relative to a set screen bottom, or if you do it relative to the "solid" tile you are currently over your character will get a strange tendency to float up stairs.

Hope this helps, g'luck
-fel

0

Share this post


Link to post
Share on other sites
Hi
I am trying to make a mario bros style game using DirectX. All is going fine except I am having trouble making my little character jump and fall again.

Any help would be cool.

0

Share this post


Link to post
Share on other sites
Maybe you want a simple gravity thing.

your character will probably already have some sort of variable storing the X position & the Y position. What it now needs, is a
a velocity variable for the Y axis.

When you update the sprite's position, add the value of the Y velocity (YV) to the Y position. If YV is 0, the sprite isn't rising or falling. If YV < 0, the sprite is
rising, and if YV > 0 the sprite is falling.

If the user presses jump, you just set YV to
a negative value, and the little dude rises.

In order for him to fall back to earth again,
you define another number for gravity, which is smaller (way smaller) than the jump velocity.

Now, just after you add YV to the Y position
of your sprite, add the gravity value to YV.

Important: when your little dude is standing on solid objects, always reset YV to 0, or he will fall off any edges at about 10 billion miles per hour.

simple? It's more simple than I make out. (I only figured it out last night myself so I can't explain it very well)

0

Share this post


Link to post
Share on other sites