Dave LeDev's Recent Forum Activity

  • Right, but height is a factor and collision is a thing depending on placement. Just saying. *laughs*

  • Here we go. First 20 seconds or so of Link jumping down are a perfect example.

    The Legend of Zelda: A Link to the Past (SNES) Ex…: http://youtu.be/vzfrOBUJ4qI

    I have some pseudo code written and I have an idea on how to do it, I just need to get to my computer tomorrow and try it. I was just really hoping to compare with existing code to see how close I am. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • To Q3D: OOOO! I'm going to have to take a closer look at that.

    But as far as what I'm attempting to do, even Mode 7 seems advanced in comparison. Everything is definitely rendered in 2D. However, say I were playing a platformer where I don't have to walk linearly on a path, but also walk up and down in 8d movement. I gave example of LittleBig Plantet because while the game functions like a 2D platformer, the first 2 games also have 3 depth layers the player can travel on. Or like Zelda, there are instances where the player can jump off the edge of a cliff into water. In that example it's all still 2D but it has the illusion of 3D.

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  • I've been searching all over the net with no real results and I'm wondering if it's just poor keyword choice. I'm attempting to make a platformer with 8way movement. Some video game references:

    The Legend of Zelda: A Link to the Past

    LittleBig Planet

    Super Mario RPG

    Sonic 3D Blast

    I've found some isometric samples but they don't take into account jumping or elevation change. Does anyone know of any good sources on the internet I may be able to look at regarding this? Doesn't matter what programming language it's presented in, I can pick most of it apart.

  • Heh, I used to do some basic code in C and Java --about 7 years ago. I'm quite rusty. *laughs* My hangup may be GUI, honestly. Although one of the projects I could never figure out was Tic-Tac-Toe with AI. Single and Two-player weren't a problem, though.

  • Very nice! I'll play with this info when I get to my PC later today. I greatly appreciate it.

    By the way, do functions need to be recursive to repeat/maintain variable changes, or would the following work:

    If key_pressed then do function()

    Where function can control player speed, direction, movement, sprite for walking, etc.

  • I saw the manual entry for it, but I guess the part I'm stuck on is how those parameters actually get passed around. Like what does it actually look like to assign something to param 0, param 1, etc. To utilize it, it'd look something like function(x,y,z), but how do I tie x, y, and z to the contents of the function? Via local variable?

  • Functions mystify me. I get the bare basic functionality of a function, but how would I properly use a function with multiple parameters? Does anyone have any samples I could look at?

  • Greetings, all. To start off, my programming logic is fairly weak and I'm mostly restricted to if-statements. I've not dabbled much with loops yet, nor have I been able to fully figure out functions with multiple parameters. If those would aid in what I'm trying to do, I'd love some direction in those.

    Here's the file I'm currently working on:

    https://drive.google.com/file/d/0B04y2QAf15bveXh4SWFhQXFWdWs/view?usp=sharing

    Link sprites created by TheSaiyanHog. Animations have been removed for now so I can figure out how to handle my variables.

    I'm attempting to create platformer mechanics of Super Smash Bros. 3DS's Smash Run and I'm trying to manage all my variables in groups of states. So for example, I would have the following:

    Player.state

      Ground Air Landed Slide Climb Water_Under Water_Out

    Player.mod

      Crouch Crouch-Walk Walk Run Dash

    There are several others that are incomplete as I'm having a touch enough time working with these states.

    The biggest hurdle I'm coming across is telling Player what to do depending on user input as well as transitioning from state to state. Just when I think I've covered all possibilities on how a state should transition, a bug crops up. Modular design just isn't happening with my current approach; I'm having to recode most of it when I add a single variable. My head's spinning enough as-is with movement. I'm not certain how I'll be handling other states like player bonuses, penalties, attacking, defending, terrain movement limits, etc. If anyone has a sample file of a similar project I could look at, that'd also be awesome.

    To anyone curious, here's an older save I have for when I had animation tied to it:

    https://drive.google.com/file/d/0B04y2QAf15bvN1h1QVZOZHdpNXc/view?usp=sharing

    This was before I started using playerBase for Platform behavior to work better.

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Dave LeDev

Member since 4 Nov, 2014

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