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    2d skateboard game

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    • 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
                          • waldron
                            waldron F @Martin last edited by Martin

                            @Martin il keep tinkering with the code, i got rid of the gravity so i have it floating and moving as of now
                            using this

                                 if enemies[i].state != death then
                                    enemies[i].velocity += gravity
                                    if !collision( x + eSize.x / 2, y + eSize.y + enemies[i].velocity / eSize.y ) then
                                        enemies[i].y += enemies[i].velocity / tSize
                                    else
                                        enemies[i].y = int( ( enemies[i].y + enemies[i].velocity / tSize + eSize.y / tSize ) ) - eSize.y / tSize
                                        enemies[i].velocity = 0
                                    endif
                                    if playerX + pSize.x > x and playerX < x + eSize.x and
                                        playerY + pSize.y > y and playerY < y + eSize.y and
                                        enemies[i].state == active and velocity > 0
                                    then
                                        enemies[i].state = death
                                    endif
                                endif
                            
                            1 Reply Last reply Reply Quote 0
                            • waldron
                              waldron F last edited by

                              wanting to rebuild my game using the level editor but having problems with the sprite camera following the player

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

                                Does centreSpriteCamera(player.x, player.y) not cut it ?

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

                                  @Martin il test later that should do it, for another game im working on how would i manage the camera scrolling screen by screen

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

                                    if it's a constant rate or similar then just track the X/Y co-ordinates, updating them frame by frame and then supply them just the same? I might need to better understand what you want to do...

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

                                      @Martin the screen by screen, is for my prince of persia remake just dont know how to track the player character on the level editor with the camera been busy doing the sprite sheet stuff but will be loading into a test map soon and il share about quarter the way through with the sprite sheet :)

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

                                        Time to revisit this,brand new map level and skater sprite, now i'm using maps how does items translate from the way i'v done it before using the level array.
                                        or is it just the same but instead of col and row is it just a matter of plotting the items to the screen?

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

                                          @waldron There is a feature in the Map Editor update called marked locations (not the same as marked areas) - it allows you to place a flag on a location in your map and give it a name. These can be accessed with getMapLocation( locationName ) to return the coordinates needed to place the items.

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

                                            @Dave il have a gander later no doubt i will give you a shout if i get lost
                                            thanks man

                                            Dave 1 Reply Last reply Reply Quote 1
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