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    2d skateboard game

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    • 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
                                          • waldron
                                            waldron F @Spacemario last edited by

                                            @Spacemario that could actually work for me if i applied up and down with their own properties /gravity
                                            il have a mess

                                            1 Reply Last reply Reply Quote 0
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