Computer Science Canada Help with Sidescroller Game (Jumping specifically) |
Author: | recneps [ Thu Feb 19, 2004 5:45 pm ] | ||
Post subject: | Help with Sidescroller Game (Jumping specifically) | ||
Ok, im gonna try to make a "mario style" game where its sidescroller and you can jump and such. Anyways, i cant figure out a way to get the person to jump and it look ok. Can anyone suggest something? heres what ive got. (Its really craptacular.)
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Author: | Tony [ Thu Feb 19, 2004 5:51 pm ] |
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to make it look "ok" you got to make it jump in a parabula shape, not in straight lines. Meaning you would need to jump using negative acceleration. or what do you mean? ![]() |
Author: | Paul [ Thu Feb 19, 2004 7:46 pm ] |
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Alot of games jump like that, mario also jumps straight up when your not moving. But I think you have to work on getting it to move then jump, like holding the right arrow, then at the same time jump. There it would look like a parabola. |
Author: | poly [ Thu Feb 19, 2004 7:54 pm ] |
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Quote: like holding the right arrow, then at the same time jump. There it would look like a parabola.
was gonna say something pretty similiar... anyway its looking great, just get the images in there and wala |
Author: | Cervantes [ Thu Feb 19, 2004 8:24 pm ] | ||
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you fail paul :p A parabala would be an arc. What you are talking about (jumping like he has it in that code while moving forward) would be a triangle __/\__ ^marios movement ![]() Here's how Homer has done it!
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Author: | Paul [ Thu Feb 19, 2004 8:31 pm ] |
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Hmm, would the jumping in Worms be like a parabola? I remeber playing Super Mario World 3 on SNES, and it kinda looked like a sharp parabola, hard to distinguish though. |
Author: | Cervantes [ Fri Feb 20, 2004 4:34 pm ] | ||
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you can always just do it the cheap way and have a series of steps for the jump.
Works very well actually. it does take a lot of code though ![]() |
Author: | recneps [ Fri Feb 20, 2004 4:40 pm ] | ||
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Ok, now that someone showed me that jump code (that i understand about half of ![]() ![]()
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Author: | Cervantes [ Fri Feb 20, 2004 4:54 pm ] |
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That is realistically. You can play around with the values however. The values you should play around with: (values I thought were good in () ) player_1.v (100) player_1.w (25) obj.t (.1) <--- found in the jump procedure. obj.t = obj time. It's basically speeds up everything. Its kinda like the inverse of delay. The bigger the # the faster things go. I'd just leave this one as it is, though you can alter it if you want ![]() |
Author: | recneps [ Fri Feb 20, 2004 8:42 pm ] |
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i mean the left right stuff :\ the up down is good ![]() |