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    2d skateboard game

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    • 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
                                          • Dave
                                            Dave Fuze Team @waldron last edited by

                                            @waldron No worries mate I'll be here!

                                            1 Reply Last reply Reply Quote 0
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