Chalkmania is a platform game on BYOND where you have to guide your stickman through the levels, avoiding other stickman and other various enemies. This game uses pixel movement and a pixel camera, so no jumpy tile effects.
Currently this game features only 1 small, unfinished level, 2 enemies, the stickman and bomber. The purpose of this DEMO version is to show what can be done on BYOND and also as a teaser as what is to come.
All icons are placeholders. Do not judge the game on it's bad icons or buggy atmosphere, this is only a developers DEMO and a teaser of what is to come in the future.
Visit ChalkMania today and battle your way through the first level. You will want to come back for more.
[Due to the complexity of the pixel camera, multiplayer support has been disabled. Though when released, the game will have it's own server/client implemeneted into the game]
Please post any feedback on this blog post. Even though I said this was buggy, feel free to post bugs, as there may be some I am not aware of. Last of all, have fun.
ID:25433
Jan 7 2007, 1:20 am
|
|
...you can get your head stuck on a platform above you and not be able to move anywhere... just stuck there... by your head... in the air... doin' a little stick man dance.
|
Yeah, it's a collision detection bug which has something to do with the speed the stickman is traveling when it detects the platform, otherwise it won't detect it and just get stuck in it. This bug comes and goes periodically, though just a question, does it do it on one of the end platforms? Because I have a feeling I didn't line them up properly.
|
ADT_CLONE wrote:
Yeah, it's a collision detection bug which has something to do with the speed the stickman is traveling when it detects the platform, otherwise it won't detect it and just get stuck in it. This bug comes and goes periodically, though just a question, does it do it on one of the end platforms? Because I have a feeling I didn't line them up properly. I don't know what you mean... it's one of the first green platforms in the air, and I'm stuck right in the middle. |
I've found the problem. It will need to be fixed with the level design. Just don't jump when your on top of the wooden block. It's causing collision detecting to muck up. Thanks for the bug report.
|
The box on the secondary platform, at the very right end, you can't walk directly up to the left side of it. And on the right side you can walk up to it, but you aren't able to jump.
If you do manage to get stuck, press the diagonal directional buttons. Weird shit happens. First of all, it shoots you in whatever direction you press, like 6 tiles, regardless if there's a dense object there or not. It'll just shoot you into it. And, from time to time, it will make you invisible until you decide to move again. If you jump and press any of the bottom direction pads, it'll bring you back down, but continue jumping. |
You can continue going diagonally until you reach the bottom of the screen, also.
Wohoo, I've gone alll the way back to the first few tiles of the screen. |
I don't know why you say it is going to be the best game on BYOND.
The game has serious physics problems like most games on BYOND. As well as a slow, tedious and buggy movement system. I got stuck into like 3 walls playing the game and had to keep starting over. Further more, the firing rate is way too freaking high, you could just sit there and make a infinate line of bullets, which I am sure could cause some big issues. Work on everything. I've seen way better, both in the way the game works and how it looks. |
I want to see some in game physics like in Super Mario, with smooth running, jumping and ducking. You are not even close to what BYOND could do with a 2D platformer.
|
The "pixel camera" is probably him moving the map instead of the character. As much as I hate that method (I'm just waiting for client eye pixel offset) because it makes everything ridiculously tedious to work with, he did a pretty good job of it.
Especially since it's single player, implement Loduwjk's KeyState library to make much more smooth movement, and make a speed variable that goes down as you let go the of the key so he doesn't stop in his tracks when you let go, but instead slides a little bit like in a normal game. That will also allow for jumps to have momentum. |
I thought I did disable diagonal movement. Oh well, thanks for alerting me to that. I have also noticed the problem with the boxes. I have a feeling it's a fault of mine when setting the Bounds of that object. Then again, it could be a movement problem.
"Soon to be the best platform game on BYOND." I never said it was going to be the best game on BYOND. I want to make this the best platform game on BYOND, since all other platform games I've seen have just used a normal camera instead of using my "pixel camera" method. Also, the reason why it's hard to get it smooth is due to BYOND's frame rate of 10 fps. Balancing speed with smoothness is a hard job. Basically, put it this way. You can either have a very fast and jumpy character, or you can have a very slow though smooth character. I myself prefer the former. I've been waiting for the client eye pixel offset as well. Though noone knows when that is going to be implemented, so we may as well make-do with what we have. Thanks for the library reference as well, Kunark. I forgot all about it and was looking for something like it. I was thinking of doing that speed thing as well, though I think many platform games don't really do it, maybe only a small slide. I'll try it anyway. Thanks for all the advice guys. |
ADT_CLONE wrote:
You can either have a very fast and jumpy character, or you can have a very slow though smooth character. I myself prefer the former. Odd... the game shows otherwise? |
Also, multiplayer support hasn't been properly disabled. DreamDaemon for the win!
|
I'll have to give it a try.