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    2d skateboard game

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    • 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
                                      • waldron
                                        waldron F last edited by

                                        Skater kid ext%eme, got the rolling animation done :)

                                        1 Reply Last reply Reply Quote 6
                                        • spikey
                                          spikey F last edited by

                                          Very cool. Very fluent animation, decent shadow effect.

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

                                            Will add in acceleration, ollie and fall/wipeout animation tonight, was thinking of adding in a brace button which you need to press to land

                                            1 Reply Last reply Reply Quote 1
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