go go pogo jo
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Added a bit of stuff to the game.
You can now race to the top and see your best time for a bit of a challenge.
Has three difficulty levels not just hard.
It's easier to spot the holes. That's the floating skulls.X is pause and y is unpause.
While paused you can use zl and the joystick to move Jo around the screen or zl and joypad to move the screen.
At the beginning of the code you can see a section that repeats demo//work change that to = work and you can see all the platforms and scroll around the whole level including the castle.
You will see that the x on Jo is the coordinates for placing the platforms and other things. If you want more platforms or want to change existing one's, each one you see has a number this corresponds with one the initializing sections at the end of the code
So I'd like to add in future
Probably touch controls as the motion control tends go out of wack after a few go's
Look into saving the race hi scores
And a few other things to polish it up a bit -
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How did I miss these posts! This looks awesome mate, I'm so intrigued by how the motion controls work!
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My preferred method is now touch so it's handheld only in that controller mode.
Best times carry over between sessions and yes you can use all the stuff in my previous posts still.
Still to add
Something to do with the gems
And may be a combo multiplier but that would need a score or just a whole lot of bling. -
Added new race Viking. Spread some more gems around. Added a flame to the candles. Would like to get the screen more alive. looking at putting a few critters flying or climbing around the tree. When bouncing on a branch , leaves fluttering down stuff like that.
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Needed to convert a vector into a 360 degree angle.
So I got the gem going in the right direction.
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Love all your commenting @xevdev - takes a lot of commitment to comment every line!
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So this is what I came up with
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Function vector_to_angle( n_v )
In angle
n_v = normalize( n_v )
s_angle = asin( n_v.x )
c_angle = acos( n_v.y )If s_angle < 0 Then Angle = 180 + ( 180 - c_angle) Else angle = c_angle End if
Return angle
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Oops no commenting.
Just put a vector in and get a 360 angle.
Will add a distance too.
Cos that's important.
Easy to do distance ((0,0),(n_v))
Can't do curly brackets on me phone.
And of course will have to put in a vector so I can return more than one value. -
Posted a pic of the code can't see yet.
Where's Peter anyway.???. -
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So I've put the running stats on the other day and was mucking around constantly stopping and starting the game and noticed that the memory available was 440 megabytes after coding for a few hours and thought that's strange.
Now I just wrote a function to take a grab out of one of the dizzy levels but did not free that image but would that effect between runs or could it be the file system I created.
I usually have multiple save states but in this game I haven't.
My file system is at 2480 -
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Going to upload the game now and go to bed
Still can't see how it's losing memory between runs this is why I normally save updates.