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    2d skateboard game

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    • waldron
      waldron F @waldron last edited by

      @waldron said in 2d skateboard game:

      @Tratax great work man perfect, yes could go either way with this keep as is and keep flowing in one direction or fix the left to do the same as the right.
      cheers man

      btw your intros are fantastic to your games i still need to figure out how to load from intro to main game...

      Tratax 1 Reply Last reply Reply Quote 0
      • Tratax
        Tratax F @waldron last edited by Tratax

        @waldron Thanks, the way I'm doing it still experimental and I'm not sure if its best practice but as everything is carried out sequentially, I try to take advantage of that.

        Example:

        // Call my intro/title function before the main game loop
        // Once this breaks, it then moves into the main game loop
        
        doIntro() 
        
        
        // Main game loop
        loop
             .. Main game code goes here 
             update()
        repeat
        
        
        // All my functions live at the bottom of the code
        function doIntro()
        loop
             clear()
             ..
             .. Do your fun title code here
             .. 
             c = controls( 0 )
             if c.a then
                  break
             endif
             update()
        repeat
        return void
        
        
        
        1 Reply Last reply Reply Quote 1
        • waldron
          waldron F last edited by pianofire

          This post is deleted!
          waldron 1 Reply Last reply Reply Quote 0
          • waldron
            waldron F @waldron last edited by pianofire

            Update, more tricks, more level drawn and forward motion roll thanks to tratax!
            Lots more moves/tricks to come.

            1 Reply Last reply Reply Quote 9
            • spikey
              spikey F last edited by

              I am impressed, reminds me of California Games. Also it was a BMX discipline there. It looks like this will be as fun as well.

              1 Reply Last reply Reply Quote 2
              • Juggalo_Jesus
                Juggalo_Jesus last edited by

                This is looking AWESOME. Keep up the good work!

                1 Reply Last reply Reply Quote 2
                • waldron
                  waldron F last edited by

                  so im at the point where im updating this whole game with every thing iv learnt so far anything i learn after i will make a 2nd game in the series but for this one im wanting to add 2 other elements im not sure on how to implement..

                  1.entering end of level - to level 2, entering house/shop screen
                  kind of know how to do it but is there a better way?

                  House()
                  Endlevel1()
                  Shop()
                  thinking of creating an item that il mask in the screen so... black door way with black item
                  collect = said item then house.

                  2.slopes collision edge detection so player can move diagonally on a 2d game

                  Spacemario 1 Reply Last reply Reply Quote 0
                  • B
                    Bl4ckM4ch1n3 last edited by

                    You don't necessarily need to create an item to collect to go to the house. You cold simply add a door sprite and check if the player collided with the door. Then you know you'll need to load / display your house.

                    1 Reply Last reply Reply Quote 2
                    • Spacemario
                      Spacemario F @waldron last edited by

                      @waldron I just implemented board switching in my game last night! What I did was define each board in an array, with a sub-array containing all of the sprite definitions for that level. By "definitions", I mean the X and Y coordinates of each sprite, the type (such as "teleporter"), and (for teleporters) the destination board and X-Y coordinates, for when the player touches the teleporter.

                      I have a function called "switchMap()", which grabs the appropriate board element, loops through the definitions for that stage, and populates the level. It does this by creating and adding sprites to an "actors" array, mapping over the properties from the definition to the sprite (so the teleporter sprite will have properties like "targetX", "targetY", "targetBoard", etc.).

                      This all makes my "draw()" function trivial; it just loops through the "actors" array and draws each sprite according to the properties. Adding a new element to a board takes like ten seconds: just copy and paste an array entry in the board's "definitions" sub-array. Done!

                      In my main game loop where I'm checking for sprite collisions, if the 'currentSprite.type == "teleporter"', I call my "switchMap()" function, which unloads the current map, loads the "sprite.targetBoard" one, resets the player's X and Y coordinates to "sprite.targetX / sprite.targetY", and boom-- the player is now on the new map, in the correct spot.

                      I even have "switchMap()" switch the background music to the correct song, which I have in a property in my "boards" array. I have a working transition between a city "overworld" and a sewer "dungeon", and it was really gratifying the first time I could leap between the two at will.

                      Hope that helps at least somewhat!

                      waldron 1 Reply Last reply Reply Quote 5
                      • waldron
                        waldron F @Spacemario last edited by

                        @Spacemario wow thankyou so much for the detailed comment great help thanks

                        Spacemario 1 Reply Last reply Reply Quote 1
                        • Spacemario
                          Spacemario F @waldron last edited by

                          @waldron Sure thing! Let me know if you run into any questions.

                          Incidentally, I'll be working on my game tonight-- I found a bug yesterday, where I am accidentally doing an operation on an unloaded sprite in my "actors" array (crash!), but only after switching boards 3-4 times. I'm sure it's a simple bug in my logic, but it's odd that I need to switch boards multiple times for it to manifest. Weird!

                          waldron 1 Reply Last reply Reply Quote 0
                          • waldron
                            waldron F @Spacemario last edited by

                            @Spacemario cheers im reanimating my character atm but might start laying down framework for the level switches sure il be needing your help again haha thanks man

                            Spacemario 1 Reply Last reply Reply Quote 0
                            • Spacemario
                              Spacemario F @waldron last edited by

                              @waldron I fixed my weird bug a couple of hours ago! I had code something like this:

                              for i = 0 to len(actors) loop
                                  curSprite = actors[i].sprite
                              
                                  removeSprite(curSprite)
                                  ….
                              repeat
                              

                              For some reason, that "curSprite" variable was referencing a sprite other than "actors[I].sprite", because the crash error was telling me, "you can't remove a sprite which has already been removed, you dolt!"

                              So, I replaced all references in my loop to "curSprite" with "actors[i].sprite", and the code worked.

                              Next step: the HUD.

                              waldron 3 Replies Last reply Reply Quote 0
                              • waldron
                                waldron F @Spacemario last edited by

                                @Spacemario glad you got it working man,
                                I'm trying to get y axis movement atm but character vibrating on the collision map lol

                                1 Reply Last reply Reply Quote 0
                                • waldron
                                  waldron F @Spacemario last edited by

                                  This post is deleted!
                                  1 Reply Last reply Reply Quote 0
                                  • waldron
                                    waldron F @Spacemario last edited by waldron

                                    @Spacemario Want to be able to move up and down y axis but hitting collide map. Want it like the simpsons game style.
                                    Ignore background still building the level.alt text

                                    waldron Spacemario 2 Replies Last reply Reply Quote 0
                                    • waldron
                                      waldron F @waldron last edited by

                                      This post is deleted!
                                      1 Reply Last reply Reply Quote 0
                                      • waldron
                                        waldron F last edited by

                                        just like this

                                        1 Reply Last reply Reply Quote 0
                                        • Spacemario
                                          Spacemario F @waldron last edited by

                                          @waldron I think I might know what the problem is! In my game, I was setting player speed to 0 when they collided with the map hit boxes. Then, when the player would overlap such a hit box, they'd be "stuck". So, I added some code to set their speed to like 10, and reverse their angle, so they'd "bounce" off the hit box-- and that gave me the desired effect.

                                          At one point, I had the "rebound speed" too low, and they would "vibrate" on the collision box and be stuck-- does any of this apply to your game, maybe it's a similar issue?

                                          Your game reminds me most of "Skate or Die 2"-- back in like first grade, my best friend and I used to play the heck out of it on his NES. Looking back now as an adult, it's a pretty evocative game-- very atmospheric, and the Rob Hubbard soundtrack is great!

                                          lawyerlounge waldron 2 Replies Last reply Reply Quote 1
                                          • lawyerlounge
                                            lawyerlounge @Spacemario last edited by

                                            @Spacemario instead of the bounce effect, I think you can use the player coords (player.x, player.y) and their last position. something like (oldPlayer.x, oldPlayer.y) and if the player collides with an axis, just set the location of the player to the old coordinates.

                                            if collision on x axis then
                                            player.x = oldplayer.x
                                            endif

                                            and at the end of your instructions for drawing the sprite have:

                                            oldplayer.x = player.x
                                            oldplayer.y = player.y

                                            Something along those lines i think...

                                            waldron 1 Reply Last reply Reply Quote 1
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