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    2d skateboard game

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    • 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
                
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                • 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

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                  • 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

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                      • 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

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                                        • Dave
                                          Dave Fuze Team last edited by

                                          Always just blown away by your skill.

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

                                            @Dave 95% patience lol I just love creating stuff on fuze

                                            1 Reply Last reply Reply Quote 1
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