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  Supa-Scape  (Read 2259 times)
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Offline supaFool

Junior Devvie

Projects: 2

« Posted 2013-08-15 06:11:52 »

Game I have been working on, Not quite ready to be played yet, Having some issues with Enemy movement along the tiled map, but this is what I have so far

And a short video, Music from
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Offline Tim Spekler

« JGO Spiffy Duke »

Medals: 58
Projects: 2
Exp: 4 years

« Reply #1 - Posted 2013-08-15 08:42:47 »

Looks good! Sprite are nice and clear. My only suggestion would be to move the character smoothly rather than block by block, it would make the game way more pleasant to play.
BTW, you could use some openGL video recorder. There is Fraps for instance, which is a good one.
Offline supaFool

Junior Devvie

Projects: 2

« Reply #2 - Posted 2013-08-15 15:33:01 »

Thanks Tim, I think smooth animation, or even "Click to move", would be a good idea   Smiley
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Offline namrog84

JGO Ninja

Medals: 46
Projects: 4

Keep programming!

« Reply #3 - Posted 2013-08-15 15:38:26 »

I think its great looking so far, but definitely make the movement smooth. Although thats going to make it slightly harder to do, I think itll look much better.

Keep us updated!

Looks like the name is SupaScape,  so its not a no name game!  Pointing persecutioncomplex Huh

"Experience is what you get when you did not get what you wanted"
Offline EmanP

Junior Devvie

Projects: 2
Exp: 3 years

Satisfaction never guaranteed.

« Reply #4 - Posted 2013-08-15 16:16:34 »

I know everyone else has commented this, but you can make movement a lot smoother.

I haven't made a tile system yet, but I do know that you can move the player's x/y and the player's tile separately.

Simple, rather than making the player's x/y be based on the tile he/she is on, make it so that the player is standing on the tile corresponding to the x/y coords! You can also apply the same with other mobs/entities.

Signed- EmanP
Offline Opiop
« Reply #5 - Posted 2013-08-15 16:30:34 »

You're very close. When moving a player, they have their own x and y coords separate from the tiles and a separate render loop. The player movement shouldn't have anything to do with tile coords except for checking for collisions, special tiles etc...

Offline supaFool

Junior Devvie

Projects: 2

« Reply #6 - Posted 2013-08-15 22:55:59 »

Thanks Guys, The way I have the movement now is just rendering the sprit in the center of the screen, scrolling thru the animation as needed, and the tiledmap moving behind him, only rendering 10x10 tiles, giving it the image of moving,  I think it should be fairly easy to make smooth movement, I am * all my x and y's by 16, so i should be able to do away with that, Diagonal Movement?  Huh
Offline namrog84

JGO Ninja

Medals: 46
Projects: 4

Keep programming!

« Reply #7 - Posted 2013-08-16 01:17:49 »

I would say yes to diagonal movement, though you don't need a custom diagonal walk animation for that.   just go with the front/back for it with ability to walk in any direciton

"the tiledmap moving behind him,"
Are you moving the tilemap?   or the character/camera?

"Experience is what you get when you did not get what you wanted"
Offline Riven
« League of Dukes »

« JGO Overlord »

Medals: 1039
Projects: 4
Exp: 16 years

Hand over your head.

« Reply #8 - Posted 2013-08-16 01:40:20 »

Please slap a name on your project. It's not too much to ask, and helps others to identify projects.

Hi, appreciate more people! Σ ♥ = ¾
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