2d skateboard game
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@waldron yeah so basically have the dpad left/right affect the x coordinate for the sprite and the dpad up/down affect the y coordinate for the sprite. And when you press "A", use a gravity variable that (like the dpad up/down) also affect the y coordinate for the sprite.
And just like the "Simpson's" style movement with a pseudo 3rd dimension, you will need collisions in certain places. if you go "deeper/up/farther away" towards a wall, you will need to base the collision by the players feet/skateboard and when you go "down/towards the bottom" base the collision from the bottom of the board or wheels.
Also, if your player is all the way up against a far wall, you should still be able to jump, and in this case the skateboard will need to resist the collision with the wall. I guess anytime your guy is jumping, you can ignore y axis collisions.. though I'm not sure sounds pretty tricky.. but I like thinking these things out loud, since they can help with future problem solving.
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@lawyerlounge yeah i think its something to be looked into and can apply to many games
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iv got my character loaded as an image not a sprite and stuck with its current size,
is there a way of resizing it without cut pasting into a bigger tile size?
also can i make a multiple animation sheets for each animation...idle,move,jump ect
i can do it with the sprite version of the game i made.
would i do it in the same fashion e.gchrsheet = [ loadImage( "Selavi Games/JapaneseSetting", false ),
loadImage( "Selavi Games/JapaneseSetting", false )
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@waldron If you are using sprites you an use https://fuzearena.com/help/view/setSpriteScale. If you are using images you can use https://fuzearena.com/help/view/drawImageEx
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@pianofire right so if i
drawImageEx( image, location, rotation, scale, tint, origin )
scale = 1, 1
this would work -
@waldron That would scale it to the original size. If you want it half size you would use { 0.5, 0.5 } and double size { 2, 2 }
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@pianofire got it, i know i should know this by now still coasting along but i think i got what i need now....
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@waldron No problem. that's what we're here for
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@pianofire cheers, you could do a compendium of my questions for a idiots guide to coding haha
at least others to embarrassed to ask can seek solace in my questions. -
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so iv managed to resize (scale) my character IMG (whoo hoo) but i'v also added a fore ground tile array so tiles appear over my character to add depth .. but this has also been effected by my scale
for my character as iv had to put the code in after the character to get this effect..
long story short, is there a way for the scale just to be targeted at my character and nothing else???iv shared my game as (where im at) iv got 3 tile arrays
1 for collision
2 for background
3 for foreground -
@waldron I forget, are you using the sprite functions for your character? Or is it the
drawSheet()
style of doing things?Either way, there are separate scale parameters you can apply to anything you like.
drawSheet()
has an expanded form,drawSheet( imageHandle, { sourceX, sourceY, sourceW, sourceH }, { destinationX, destinationY, destinationW, destinationH } )
That allows you to draw any portion of the original character image, at any scale, to the screen.
The
drawImage()
function also has an expanded form,drawImage( imageHandle, x, y, scale )
. Using these expanded functions, you should be able to set individual scales for anything you need. -
@Dave the draw sheet, so under that iv got
scale = { 1.4, 1.4 }
how do i target it as it effects my 3rd tile array
i can work around it but think it will doom me later ongot ya cheers
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This is why it's generally best practice to use a single scale, consistently throughout your program. It can lead to difficulties if you've got things at different scales. That's hard to plan for though, especially when using entirely your own created graphics.
In the actual draw commands for the things you want to change, you could have a separate scale variable for the player:
playerScale = scale * 1.5 drawSheet( character, { 0, 0, width, height }, { playerX, playerY, width*playerScale, height*playerScale } ) // width and height refer to the pixel width and height of the source image
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@Dave said in 2d skateboard game:
This is why it's generally best practice to use a single scale, consistently throughout your program
That right there is such an important piece of advice.
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@Dave yeah iv already started painting my self into a corner with scales ect
find the sprite sheet not big enough to fit all my character and enemy animations in with this method
so iv had to draw them small to fit more in and scale them larger
with the other build i use sprites so no issue there as i can do separate sprite sheets to each animation
i want to do the same with this one but dont know how to handle the code to do separate sheets for my images .....
noob right here lol -
It's the same, except you don't need to use
setSpriteImage()
. Just replace the contents of the image handle with the spritesheet you want to use, before the sprite is drawn.spritesheets = [ loadImage("playerRunSheet"), loadImage("playerJumpSheet"), loadImage("playerTrickSheet") ] run = 0 jump = 1 trick = 2 state = run // then, in the main loop sheet = spritesheets[state] drawSheet( sheet, {0, 0, w, h}, {x, y, w*scale, h*scale} )
That is of course pseudo-code just intended to get the idea across. Let me know if you want me to expand on this or write more in detail.
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@Dave thats great man im going to rework this game iv got all my assets so not to much of a bugger,
honestly cant thank you enough iv got that structure for the other build just didnt think it would work the same for this whoo hoo!!!!! -
@waldron Very glad to be of help dude! Give me a shout if you need anything :)