ID:3012
 
As you all remember, I have promised to present you with a new program of my creation - detailed two posts down in "The Cursed Program". A promise which has proven difficult and impossible to uphold, until now.

Yes, I have finally defeated the Cursed Program by copying it via USB stick - its so old-fashioned that it probably hasn't updated to such new-fangled transportation techniques.

To quote from the readme:

This little project was started as a challenge to myself if I could program a basic jump and run engine in a single day. This program is the result: not particularly advanced, or fun for that matter, but it has the most important elements for a jump and run - gravity, jumping, platforms, multiple screen layers, collectibles, and a block which reacts if you bump it from below. ;-) I have kept my debug messages intact, in case somebody is interested..

The project isn't for BYOND, it has a rudimentary plot, and its called: "a day in splatty's life". You can download it from my hosted files section at the top right of this blog - the file is called "splatty.zip". This is my gift to you.

Have fun! :-)
sexah girl
But besides that, cool. I liked it =)
I LOVE THIS GAME

And I played it before you all! HAHAHA! I WIN.
Actually, I played it even before you, Airjoe. Just saying. ;-)

splatty
=) Nice.

Pixel movement ++, don't you just love it?
Anyway, I was kinda riled at the end because there wasn't a 'reward' in the form of hentai splatty tentacle pr0n.

But oh well.
I already told you what I thought, so now I feel stupid telling you I liked it a lot for thirty seconds of gameplay. Oh well.
Nothing would happen after I pressed space, alas I couldn't get past the start screen. :\
Cool. The gravity is done in a really odd way, but cool. =P
Nice =)
Crispy: the gravity constant was chosen after constant testing - I didn't have much time to fine-tune it, but I decided a slightly more foregiving gravity would be more appropiate for a jump-n'-run than a "instant fall" (believe me - I jumped around myself to test :-p)

splatty
I don't mean that - I mean that's it's straight up, straight down at a constant velocity the whole time. If you drew a graph of position vs. time, the jump would look like a pointed triangle.

Real gravity doesn't work like that; it accelerates you downwards constantly. When you jump, you start out really fast, come to an apex, actually stop for a split-second in mid-air, and then fall down again (at first slowly, then faster). So the position vs. time graph looks like a smooth arc, not a triangle.
Well, I did want to avoid the "Yoshi fluttering in mid-air" look. :-p Yes, I see what you are saying, but I decided to dispense with calculating jump curves in order to manage to complete it within the time alloted. I'll post some more thoughts about this on my next post.

splatty