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    2d skateboard game

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    • Dave
      Dave Fuze Team last edited by

      @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.

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

        @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 on

        got ya cheers

        1 Reply Last reply Reply Quote 0
        • Dave
          Dave Fuze Team last edited by

          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
          
          M waldron 2 Replies Last reply Reply Quote 1
          • M
            MikeDX @Dave last edited by

            @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.

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

              @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

              1 Reply Last reply Reply Quote 0
              • Dave
                Dave Fuze Team last edited by

                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.

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

                  @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!!!!!

                  Dave 1 Reply Last reply Reply Quote 2
                  • Dave
                    Dave Fuze Team @waldron last edited by

                    @waldron Very glad to be of help dude! Give me a shout if you need anything :)

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

                      @Dave you'l regret saying that.. haha

                      i'm getting used to adding my enemies in game now but how can i change there death state from
                      collision/velocity (jumping into them) to a button attack (c.x) from my player?
                      if i can master that i can then add animation to my level and crushing blocks and spikes coming out of walls ect but give them a state where they kill me

                      1 Reply Last reply Reply Quote 0
                      • Dave
                        Dave Fuze Team last edited by Dave

                        I think you could use multiple death states, each having their own specific spritesheet to draw from, and requisite conditions to trigger them. Something like:

                        (Of course, this is pseudo-code)

                        if collide with enemy and playerState != attack then
                            enemyState = death1
                        endif
                        if collide with enemy and playerState == attack then
                            enemyState = death2
                        endif
                        if enemyPosition overlaps with kill box then
                            enemyState = death3
                        endif
                        

                        There is probably a much more lovely way of doing this, but this is the route I would personally go down.

                        Then, you'll have specific conditions for each of those death states:

                        if enemyState == death1 and collides with player then
                             // do specific things    
                        endif
                        
                        waldron 1 Reply Last reply Reply Quote 1
                        • waldron
                          waldron F @Dave last edited by

                          @Dave wonderful stuff cheers

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

                            I very nearly gave up, with all these ideas floating around my head trying to implement them all just caused confusion.

                            So I stripped it back down to what I think I know and fixed all the confusion to something I can build on.

                            With huge magnitudes of greatfullness for the fuze team and users.Thankyou!!!

                            Tratax 1 Reply Last reply Reply Quote 4
                            • Tratax
                              Tratax F @waldron last edited by

                              @waldron Awesome work man! This is really coming along!

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

                                any idea how i can fix my points for tricks, at the moment iv assigned score to a button press (trick) but obviously the user can just sit there and rack up a huge score.

                                I thought i cracked it last night by putting in movement speed for the opposite direction while pressing the button which actually gave it a great effect of grinding to a halt but then starts moving in the other direction and breaks the effect.
                                so is there a way i can create a dead zone so i can keep this set-up but have the movement and score to stop once my character is not moving ? i can provide a video later to help explain

                                actually just figured out the movement thing by changing the direction of movement to y. axis.down so now i just need
                                the score fixing

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

                                  @waldron I don't know if I'm following completely, but one thing I've been doing when I need a "cool down" is to have a global integer, then in my gameplay code I subtract it by one, and say "is it zero yet? if so, let them do action XYZ again".

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

                                    @Spacemario i'l upload a video later altho a cool down does sound like a possible fix just don't know how i would code it,
                                    my code from memory atm is kinda like

                                    if c.y state = trick then
                                    playerY movespeed -= // gives me the drag effect (slowdown)
                                    playercoin += 1            // gives me the score 
                                    .........so on so on 
                                    
                                    waldron 1 Reply Last reply Reply Quote 0
                                    • waldron
                                      waldron F @waldron last edited by waldron

                                      @waldron said in 2d skateboard game:

                                      @Spacemario i'l upload a video later altho a cool down does sound like a possible fix just don't know how i would code it,
                                      my code from memory atm is kinda like

                                      if c.y state = trick then
                                      playerY movespeed -= // gives me the drag effect (slowdown)
                                      playercoin += 1            // gives me the score 
                                      .........so on so on 
                                      

                                      Tony hawks gets round this issue with balance bars

                                      f71514a8-8118-416b-9459-c0c384138b45-image.png

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

                                        1 Reply Last reply Reply Quote 4
                                        • waldron
                                          waldron F last edited by

                                          level is getting rather large now think im at 350 columns in length, really want to start introducing moving platforms i thought i could use the data from my enemy's and modify it but still proving to be a problem with my ability to code.and help would be greatly appreciated

                                          1 Reply Last reply Reply Quote 0
                                          • Martin
                                            Martin Fuze Team last edited by

                                            I would have thought moving platforms would pretty much be enemies too. But instead of dying when you collide with the top of the sprite you just land on it. Maybe a little more complicated in that you need to detect just the top of the sprite(s), not the bottom or sides but beyond that I don't see a lot of difference.

                                            waldron 1 Reply Last reply Reply Quote 0
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