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Post by tomahomae on Mar 8, 2020 5:01:09 GMT -5
For this time I decided to create a South Korean criminal action doramu-themed mix of Mario Bros./Bubble Bobble/Snow Bros. - Nick & Tom/Tumble Pop/ R-Buster Heroes - like single-screen platformer and beat'em-up!, i. e. something like Funky Jet or Metal Savior.
The sample I used as a base of my project was originally intended, if I don't make a mistake, for Two Cyclops or Aratu Bros engine.
First of all, I need a help with an animation code rewrite according a fully another way of sprites data storage.
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Post by nemezes on Mar 9, 2020 8:31:40 GMT -5
That's nice, you are using an old platformer engine I made, it was one that I used for two cyclops. It is better to use this example: www.youtube.com/watch?v=hc8IuARSgXEIt is more optimized than the one used in the two cyclops game. when you get more experience, or if you wanna to, the best way to show big maps is using this method here: devster.proboards.com/thread/1464/big-map-exampleAratu Bros engine doesnt use these engines, it wasnt made with BEX or SecondBASIC, it was made in SGDK.
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Post by tomahomae on Mar 10, 2020 6:10:36 GMT -5
That's nice, you are using an old platformer engine I made, it was one that I used for two cyclops. It is better to use this example: www.youtube.com/watch?v=hc8IuARSgXEIt is more optimized than the one used in the two cyclops game. when you get more experience, or if you wanna to, the best way to show big maps is using this method here: devster.proboards.com/thread/1464/big-map-exampleAratu Bros engine doesnt use these engines, it wasnt made with BEX or SecondBASIC, it was made in SGDK.
Thank you!
The new sprite of fist and separate animation for attack in jump will be added later.
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Post by tomahomae on Mar 11, 2020 7:48:39 GMT -5
The punching sprite finally have proper animation.
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Post by tomahomae on Mar 13, 2020 22:40:51 GMT -5
I made some experiment with changing of sprites dimensions "at the volley", but it turned out to be not very successful. Does anybody here know any better way of fast sprites restruction?
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Post by tomahomae on Mar 17, 2020 20:42:14 GMT -5
Thanks for tiberiyltim for solving my problem.
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Post by tomahomae on Mar 18, 2020 7:10:22 GMT -5
Looks like I have no more free pallets for enemy sprites. What solution will you offer?
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Post by nemezes on Mar 18, 2020 18:13:47 GMT -5
Looks like I have no more free pallets for enemy sprites. What solution will you offer? You have only 4 palettes to use. Usually I do this: 1 palette to player and HUD; 1 palette for enemies; 1 palette for plane A; the last one for plane B. Sometimes 1 palette for planes A and B. Two for enemies.
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Post by tomahomae on Mar 19, 2020 11:33:42 GMT -5
The first enemy sprites is added now. I think, I should to use a separate enemy-specific variables as an X and Y coordinates next to unbind the enemy sprite location from player sprite location.
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Post by tomahomae on Mar 21, 2020 21:50:42 GMT -5
What do you think, what's best way to assign the enemy sprite displacement coordinates?
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Post by tomahomae on Mar 22, 2020 22:32:50 GMT -5
The problem is solved partially, but it's still need to add a gravitation influence to enemy sprite to make it fall from the sky to ground at the game start, like player's sprite.
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Post by tomahomae on Mar 24, 2020 5:19:30 GMT -5
Oh, and some other piece of question - does BEX syntax allow the expressions of such form?
movesprite EnemySprite,EnemyXSprite-camX,EnemyXSprite>-16 [and] EnemyXSprite<336?EnemyYSprite:400
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Post by tomahomae on Mar 30, 2020 4:18:07 GMT -5
Now enemy sprite is falling, but instead of stopping to fall after first collision with a ground, it pierces a ground few times, and then all the same hags in air again. What did I missed at this time?
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