Tutorial requests related with platform games

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A pack of 76 platform designs for a platformer game with a mushroom/jungle theme
  • I hope i opened this in the true category.

    I looked the tutorials but I couldn't see content related with these questions, forgive me if there was one already.

    I know these are very wide subjects. But I will be happy if some tutorials had been made at least for explaining the theory of implementing these kind of subjects, even if not the "exact" system.

    Thank you.

    1- Save system and checkpoints:

    How the save system works in Construct? Checkpoint is a very old feature for the platform games, but I don't know how to do it. I have an idea, when player touches the checkpoint, the starting zone assigns to that point. But I am not sure if this is an good way to do it. One game example can be spawning points of Knytt Stories http://nifflas.ni2.se/?page=Knytt+Stories .

    2- Level changing:

    Let's say we have 4 levels. In the first level, we have 3 places to access other maps. We can enter and exit on of the levels like a secret level. Third level is a bonus level, and can be entered by a specific event, but after that can not be entered again. The fourth level is the "next level" of our first level. So, the question is "how to pass to the next level".

    3- Portal system:

    There were already "teleporting" in older games, but with the Narbacular Drop, many games implemented the portal system. Portals are 2 objects that we can pass through them in real time (like inserting our leg inside while our body stays otherside). There are two portal types, one is that places on specific surfaces, the other is stays on the air (can be placed wherever we want). A game example for portals can be Portal The Flash Version: http://www.kongregate.com/games/Dragy/p ... sh-version .

    4- Changing the level layout:

    In some games, we can change the classic layout in order to do some specific things.Two rows of screen, one is on the top other is bottom, when we press the botton, the character on the each of screen moves at the same time. Example: Poto&Cabenga http://www.potoandcabenga.com/ . Flipping the level. Example: Shift http://www.kongregate.com/games/ArmorGames/shift . Rotating the level. Example: Chisel http://www.nitrome.com/games/chisel/ . Changing the sprites/graphics. Example: Eversion http://zarat.us/tra/offline-games/eversion.html or Loved http://www.kongregate.com/games/AlexanderOcias/loved . It would be interesting if there was a tutorial teaches how to implement level layout changing system in our mind for our platform games.

    5- Putting or wearing items on our characters, like a rpg.

    6- Grabbing and holding the platform. Climb down the platform to hold the edge. Or climb up the platform while in the holding positions.

    Game examples:

    Fancy Pants Adventure World 2: http://www.kongregate.com/games/DrNeroC ... re-world-2

    Prince Of Persia: http://en.wikipedia.org/wiki/Prince_of_Persia

    Oddworld: Abe's Oddysse: http://en.wikipedia.org/wiki/Oddworld:_Abe's_Oddysee

    7- Advanced jumping techniques:

    This question is about jumping for the platform games. I tried and examined the jumping basics with the "Platform Tool" program, but it got me confused.

    The default air deceleration setting (1500) gives us a good air control. However, our jumps stops very early.

    If we are rising up and stop pressing left/right buttons, our character start to move straightforward.

    I want to give a quick sketch to show the movement.

    <img src="http://img814.imageshack.us/img814/5550/gorsel3.png">

    Same happens for the downfall. If we stop pressing left/right buttons while on the descending, our character falls instantly. A sketch for the movement:

    <img src="http://img196.imageshack.us/img196/7362/gorsel4.png">

    This kind of movement is also in the "The Company Of Myself" game. Look to this game to test the movement.

    http://www.kongregate.com/games/2DArray ... -of-myself

    But I want a curve on the movement. Rising arc must be same as the descending arc. It must be like a mirror. Sketch to explain what I mean:

    <img src="http://img215.imageshack.us/img215/3834/gorsel2.png">

    If we jump with a small arc (slow movement), the descending arc must also be small. Sketch to show this movement:

    <img src="http://img175.imageshack.us/img175/8343/gorsel1.png">

    If I change the air deceleration value in the platform tool to something like 200 or 300, we can jump in an arc and don't fall early and straightforward. However, decreasing the air deceleration value, causes us to slide after touching the ground.

    Portal game: http://www.kongregate.com/games/Dragy/p ... sh-version

    and Braid game: http://www.braid-game.com/

    has this kind of movement. Test these games for what I meant.

    Portal game doesn't have the "sliding" problem after a jump. Even if they made the "arc jumping" with decreasing air deceleration, they probably add an adjustment to prevent the sliding after touching the ground.

    I also see another thing while testing Braid movement.

    If we press forward key while jumping forward, character raise and decrease the same arc with

    not pressing the forward key after jumping forward.

    However, while jumping, if you press back, character changes movement in the air and falls back.

    To show the movement with a sketch, it is something like this:

    <img src="http://img130.imageshack.us/img130/7784/gorsel5.png">

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  • For your jumping problem,

    its graaaavity taking over! x]

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