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! :-)
![]() Aug 10 2005, 3:20 pm
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sexah girl
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=) 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.
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Nothing would happen after I pressed space, alas I couldn't get past the start screen. :\
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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 |