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Project: 2.5 Dimensional Platforming useful for BEATemUPS
Project Started: 21st January, 2009 Last Update: 6th October, 2009
Project Owner: MBK Project Members:
Project Type: Experimental Engine for MMF/TGF 1 or 2 Project Progress:

Temporary Endings
Posted 6th Oct 09, by MBK  
I think maybe the next thing to add should be the sky barrier so noone will be tempted to walk up into nothing. If I even continue with this that is ...

... because I'm beginning to really wish for a complete re-design of my code.
I think it's about time for me to figure out the easy way now. So that's probably what I'll do next.
But I'm not going to post it. At least that is the current mode of thought that I have.
I just don't think anyone cares enough to use it.

There still hasn't been a game made with this engine.
Either my code is too complex for them to understand or just too overcomplicated for them to wish to use it. Either way, there's no sense to continue on until I redesign the entire engine from scratch.

After making a better version and not posting it, I'll return to the overcomplicated code that's already here and attempt to add water and swimming into it. Then I'll try adding vines to swing on.
Last but not least I'll add in some enemies/bosses.
And then only remains the final touches and extra platform graphics, etc.

If someone makes a game of any sort with the code I have here so far, it'd be more than just nice to see.
In fact, I'm going to base the final decision as to if I should post my complete re-design here at TDC on whether or not someone uses the current engine.

I plan on making one with it myself eventually, but there's ALOT of other things that I want/need to do first.

Thank You to everyone who has followed this project.
(especially those here from the very start)
2.5d Platforming Project is now Officially and Temporarily on hold for a complete re-design.

Thank You.

Posted by Jon Lambert 7th October, 2009

I have followed this. Tested various releases. You are somewhat correct in assuming, at least for me and to some extent, that I don't use this engine because it is overcomplicated. It has way more events than I would ever use for this sort of thing and it's not very fluid movement either. This is especially apparent in the wall jump and running.

It also suffers by perspective. I remember that in earlier builds you could not tell where you were relative to other objects and that it was difficult to determine the size and height of platforms. In your slopes example I was disappointed that they all floated and none were on the ground, as well as the fact that a slope going into the screen looks the same as one parallel to the screen.

Every time I tried to look at your code all I saw was a big set of groups filled with uncommented or insufficiently commented code, and whatever I could understand made me think "Why would it be done this way?"

I also was working on an engine like this and thought about going again, so even if I did make a game with an engine like this I would probably use my own.

Just my two cents.
 
Posted by MBK 7th October, 2009

THANK GOD! Finally some honest and well thought out FEEDBACK!

You're quite right on all accounts, but most the visual flaws are just that ... visual. With the right graphics added, you'd think it was a totally different engine.

And you're right again in that it should not be done this way. Which is why I will start from scratch in the manner it should be done. But by making this in such an abstract manner, I've learned alot more than I thought that I would have.

If you want the slopes on the ground, just move it there. Make sure it's fairly close to being x aligned with its shadow that's all. In fact, I'm going to test it right now ... I'm curious whether it will run up it straight from the ground or not. Just gotta place it close or over the shadow on the ground. Lets see what happens. If it don't work then I'll know to add more code (which I won't do right now cause I'm starting from scratch anyway, heh)

Thank You for the honesty Jon Lambert.
You covered most of what's wrong with this engine.
It's still good enough to make something nice with even if you don't understand how it works though.

Some of the flaws you didn't cover are that a snap-to effect happens if the platform is made to be too vertically large and the fact that it's a bit hard-coded in some ways making it a bit rigid and inflexible. It's quite the opposite of a widget.

More people should give their two cents. That's what feedback is for and what I've been wanting all this time.

I'd love to see your engine when you get it finished!
I'm happy you responded. Thank you Jon.
If others were to speak their mind as you have then everyone would have a much easier time in fixing the flaws of their projects.

 
Posted by MBK 7th October, 2009

Good catch btw. Just tried it and I can't walk off the ground up the ramp ... lol. It only works when you're already up in the air. Yet another reason for me to start from scratch.

 
Posted by 0ko 8th October, 2009

Yay! I finally got up there!... walked to the second ramp then fell through it.

I think the platforms are too high and thin, with the annoying penalty of falling.

Flaws aside, this is an impressive engine!

I would have used some ideas from it but...
1 I'm not planning to make a game like that,
2 I'm a Construct guy now.
 


 



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