n00b's r us - Custom Platform Engines!
Author: | Paul_James
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Submitted: | 20th August, 2002
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Views: | 6380
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Hey Sniper with a sixth article and this one leaning back into Klik Programming.
Enjoy x) . . .P.S: if u dont like the way i do it and have a better way then be my guest make an article help out those n00bie bastards x) because this article is basically just like getting ur feet wet its not really jumping in or anything
N00BIES R US!!! ~ PLATFORM ENGINES
InTrO
Okay, I've noticed a lot of n00bies, like to ask the same questions. They must have a n00bie convention or something. But the worst one that I've ever heard is ~ "How do I make a custom Platform engine?!" . . .well basically i looked at that question and got sick. All of us know that their are so many ULTIMATE CUSTOM PLATFORM ENGINES for downloading not only here in The Daily Click but like everywhere else. . . yeah. . . so if u dont understand this article then download a custom platform engine and if u cant do that. . .well. . .do one of two things
1) Dont make a platform game get some more experience first with other things because we dont wanna see crap with Default Platform Engines
2) Just stop klikking because obviously u have no brain cells . . .whoops getting carried away. . .
ThE PoInT oF tHe CuStOm EnGiNe~@
Okay the point of the custom engine is basically to kill the bugs of the default engine ~ besides u also get a warm fuzzy feeling inside when u finish a custom engine and its urs. So lets talk about the skeleton of the engine.
Skeleton -
The basic idea of the custom engine is to make a character move when u hold the left or right buttons in the left or right direction, respectively. (Jumping doesnt always have to be in platforms) The custom engine also allows for more design like DECENT* moving platforms, ice (terrible Deceleration), wind currents, springs, the works. etc.
So basically how do u get the basic skeleton to work. . .
Well the way i was taught is simple but the thing is u need a counter (alterate values is the best 2 use here and flags) to be like a timer so when u press the left button the character moves at a certain speed while his walk counter is running down. You need to make the counter go down fast or ull just press the key and the character will just slide across the screen until he finally stops. This is my method.
Repeated pressing Right Button
~~~~Set Alterate Value A of Character to 5
(if u do left u make the A to -5 and then another event that when the Value of A is less than 0 the character moves left instead of right and adds one to the value A get it good x) )
Alterate Value A(character)is Greater than 0
~~~~Set speed of Character to 10 (NOTE AT BOTTOM)
~~~~Subtract Value A(character) by 1
Alterate Value A of Character is 0
~~~~Stop character
Note: You can move the character in 2 ways, specifically make him a bouncing object and set his speed to 0 so he begins stopped; or make him a stopped character and move him by the pixel. (Pixel is more precise than Bouncing object but less smoother ~ ur choice).
However, their is something missing from the above events. Testers! This is major not just for like custom engines but for like everything. Making testers is easy - just make a red line or something like that and make four (SEPARATE) lines that will always a certain distance away from the character. Say for example the character is exactly 32x32 then the Left Tester will always be position at -32,0 from the Character. Thus with the testers u can make the character not walk through a wall by adding
NEGATE: Left is overlapping backdrop
to the events concerning the left movements.
That is the basic skeleton if u understand that Ill continue onto a basic look at jumping and the Outro for Custom Platform Engines Part 1. . .x)
BaSiCk LoOk aT JuMpInG!!!
The basic skeleton of the movement engine is somewhat complete ( i know i didnt go into testers with much detail and there are better ways too do the above too - i just explained what u have to do and how i do it) now its time to customize a little. Adding Jumping. . .I'm not going to explain how I do my jumping, because personally i don't know how i do it. I have a bunch of mixed up events and amazing he can jump! Hah! But jumping's skeleton is very similiar to the basic movement. exactly, he moves up a certain amount when u press the up or jump button (im gonna say jump). the character moves up and gradually stops. doing it by Alterate Value Counter (my method ive dubbed - which isnt really my method ive developed) The only 2 difference with jumping is ur moving by the Y-axis and theres also a downfall not just a stop. . .
Theres alot of problems that come with this. First off the if ur using my method for moving left and right and u choose moving a speed in a direction. If u do the same for jumping, you can have some serious animation flaws and direction flaws. And something with the downfall is that you never want ur character to be floating in mid air, so not only does the downfall deal with jumping but also walking, for example if u just walked off a cliff, the down tester has to test no floor and fall down, and that can get very buggy. . .If im not tired ill make another article about basic jumping. . .but im tired
OuTrO
So did you learn anything? Okay heres the choices. . .Do you understand the basics of making a platform engine? If yes, then youre on your way, there are many different techniques.
Did you find a flaw in my engine? If yes, then youre smart enough to do this!!! Did you catch the drift of the engine? Then you've got your feet wet, but trust me their is a lot more details to be placed and the nasty bugz that just love to enter your game. I hope this was an okay article, very informative, and good enough for you to taste what a custom platform engine is.
Thank you, and good luck with your games!
SNIPER
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