Thanks LCL

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Thanks LCL

Postby nightFall16 » Fri Jul 08, 2016 10:03 am

in this demo i want someone or my teacher the Great LCL to tell my about my
animation controller
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Re: Thanks LCL

Postby lcl » Fri Jul 08, 2016 2:19 pm

Haha :lol: I'm not home now, so it'll be a few days before I have a chance to take a look at it. So, someone else might be quicker to review your work :D
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Re: Thanks LCL

Postby nightFall16 » Fri Jul 08, 2016 8:29 pm

no problem i'll wait and try to move on thanks
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Re: Thanks LCL

Postby jonathang » Fri Jul 15, 2016 7:58 am

Wow, no reviews? I'll be the first then.
First of all, very nice job for your first game! +1 for you. ;)
Pros:
  • The game is looking good so far for a test game. (This has the potential to be made a serious game though.)
  • Very nice sprites and background! Did you make them yourself? (Other than the snake of course haha.)
  • I like how the view scrolls smoothly.
  • Nice background wind SFX.


Cons so far:
  • Controls:
    The movement is a bit too stiff. For going left or right, I recommend using xvelocity instead of x+=5 or x-=5. This in turn can make the stiff jump controls much easier to deal with. Make the player jump straight up, but can move around on the air using left and right, which can be done if you applied the key down for left and right is using xvelocity. Of course, limit the speed when applying the xvelocity for your movement, like...
    Player -> Actor Control -> Draw Actor
    Code: Select all
    if(xvelocity>5)
    {
        xvelocity = 5;
    }
    else if(xvelocity<-5)
    {
        xvelocity = -5;
    }
  • No death when life is 0 or falling, you could do something about the falling though like when the player's position is below the screen, it should kill the player instead of making it fall infinitely like...
    Player -> Actor Control -> Draw Actor
    Code: Select all
    if(y>view.y+480)
    {
        DestroyActor("Player");
    }
  • Add music, just keep it relaxing or smooth since Mega Man music and the wind blowing in the background won't fit very well.
  • No way to kill enemies. Maybe by jumping, or throwing grenades, or there is already a way but it's not obvious enough.

Overall this game is looking good, Lcl done a great job teaching you nightFall! Keep it up, and sorry for the suckish review, it has been a long while since I last did a review. ;)
Currently: Semi-Active.
Working on: Maybe putting my test games in gamejolt, polishing them a bit, but I still don't know when.
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Re: Thanks LCL

Postby nightFall16 » Mon Jul 18, 2016 6:30 am

haha thanks jonathang the graphics ready made by a friend
the music SFX downloaded from youtube :3
and thanks for the tips i'll make sure to apply these changes to my game like you said
the death idea when getting off the view is great
i'll try to finish my first complete level and let all of you give me some judges :)
wish me the best and help me with more comments and tricks to over come
any glitch or animations problem if you notice some
THANKS jonathang
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Re: Thanks LCL

Postby jonathang » Mon Jul 18, 2016 6:10 pm

nightFall16 wrote:haha thanks jonathang the graphics ready made by a friend


Wow! You're very fortunate to have friends who can make great sprites! ;)

nightFall16 wrote:and thanks for the tips i'll make sure to apply these changes to my game like you said
the death idea when getting off the view is great
i'll try to finish my first complete level and let all of you give me some judges :)
wish me the best and help me with more comments and tricks to over come
any glitch or animations problem if you notice some
THANKS jonathang


You're welcome! The death idea is a pretty basic one for all platformers. ;)
I'll review the game even further when it's done and hopefully more people will review it too.
Good luck for your game and level! ^^
Currently: Semi-Active.
Working on: Maybe putting my test games in gamejolt, polishing them a bit, but I still don't know when.
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Re: Thanks LCL

Postby nightFall16 » Mon Jul 18, 2016 6:43 pm

hahaha yap the death idea is basic hhhahhah can't stop laughing cuz i said it the wrong way(i'am not english just in case you notice my stupid grammar hha and spelling )
now as you said i tried to apply the changes but a new problem appeared
i can't use xvelocity thing cuz :just take a look to my code
player -->draw actor -->: i did not use any key down event at all, and all of my controls are managed in the draw actor event
this the first part of the code
char*key =GetKeyState();
int speed = 6;
yvelocity++;
x+=speed*dir*walk; <-- here the problem the player starts shaking like jelly when you try to press any key(left or right)
if(key[KEY_RIGHT]==1&&key[KEY_LEFT]== 0&&walk == 0&&cjump == 1)
{
walk = 1;
dir = 1;
ChangeAnimation("Event Actor", "Right", NO_CHANGE);
}
if(key[KEY_RIGHT]==0&&key[KEY_LEFT]== 1&&walk == 0&&cjump == 1)
{
walk = 1;
dir = -1;
ChangeAnimation("Event Actor", "Left", NO_CHANGE);
}
beside all of that my diamond counter never show up when you run the game (z depth problem )when i parented it with the view it vanish otherwise not
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Re: Thanks LCL

Postby jonathang » Tue Jul 19, 2016 10:47 am

nightFall16 wrote:hahaha yap the death idea is basic hhhahhah can't stop laughing cuz i said it the wrong way(i'am not english just in case you notice my stupid grammar hha and spelling )
now as you said i tried to apply the changes but a new problem appeared
i can't use xvelocity thing cuz :just take a look to my code
player -->draw actor -->: i did not use any key down event at all, and all of my controls are managed in the draw actor event
this the first part of the code
Code: Select all
char*key =GetKeyState();
int speed = 6;
yvelocity++;
x+=speed*dir*walk;  <-- here the problem the player starts shaking like jelly when you try to press any key(left or right)
if(key[KEY_RIGHT]==1&&key[KEY_LEFT]== 0&&walk == 0&&cjump == 1)
{
    walk = 1;
    dir = 1;
    ChangeAnimation("Event Actor", "Right", NO_CHANGE);
}
if(key[KEY_RIGHT]==0&&key[KEY_LEFT]== 1&&walk == 0&&cjump == 1)
{
    walk = 1;
    dir = -1;
    ChangeAnimation("Event Actor", "Left", NO_CHANGE);
}

beside all of that my diamond counter never show up when you run the game (z depth problem )when i parented it with the view it vanish otherwise not


Hey, nice job for using GetKeyState, but where did you implement the xvelocity? Global code? Draw Actor? I prefer it if you did the xvelocity in the draw actor itself rather than somewhere else. Maybe share the ged, or show me the whole script so I can help even further. (If it's okay with you.) ;)
Currently: Semi-Active.
Working on: Maybe putting my test games in gamejolt, polishing them a bit, but I still don't know when.
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Re: Thanks LCL

Postby nightFall16 » Tue Jul 19, 2016 12:16 pm

OH sorry i'am so stupid i never thought of that sorry sorry
this the ged file sorry man
i tried but the game data is like 15 mb the images are HD
and for the xvelocity thing i tried it in the line marked with *
but take the code:player ---> draw Actor
char*key =GetKeyState();
int speed = 6;
yvelocity++;
x+=speed*dir*walk; (*) <-- i used the xvelocity in the X place like this xvelocity+=speed*dir*walk;
if(key[KEY_RIGHT]==1&&key[KEY_LEFT]== 0&&walk == 0&&cjump == 1)
{
walk = 1;
dir = 1;
ChangeAnimation("Event Actor", "Right", NO_CHANGE);
}
if(key[KEY_RIGHT]==0&&key[KEY_LEFT]== 1&&walk == 0&&cjump == 1)
{
walk = 1;
dir = -1;
ChangeAnimation("Event Actor", "Left", NO_CHANGE);
}
//new lines:
if(key[KEY_RIGHT]==1&&key[KEY_LEFT]== 0&&walk == 0&&cjump == 0)
{
walk = 1;
dir = 1;
ChangeAnimation("Event Actor", "J_R", FORWARD);
}
if(key[KEY_RIGHT]==0&&key[KEY_LEFT]== 1&&walk == 0&&cjump == 0)
{
walk = 1;
dir = -1;
ChangeAnimation("Event Actor", "J_L", FORWARD);
}
//moon walk fix
if(key[KEY_RIGHT]==1&&key[KEY_LEFT]== 1)
{
walk = 0;
switch(dir)
{
case 1:

{
if(animindex == 1)ChangeAnimation("Event Actor", "idleRight", NO_CHANGE);
}
case -1:

{
if(animindex == 0) ChangeAnimation("Event Actor", "idleLeft", NO_CHANGE);
}

}
}
//the jump
if(key[KEY_SPACE]==1&&cjump ==1)
{
cjump = 0;
yvelocity = -14;//xvelocity =6*dir;speed = 0;
if(dir == 1)ChangeAnimation("Event Actor", "J_R", FORWARD);
if(dir == -1)ChangeAnimation("Event Actor", "J_L", FORWARD);
}
if(key[KEY_RIGHT] == 0&&cjump == 0&&dir == 1)
{
ChangeAnimation("Event Actor", "J_R", FORWARD);
}
if(key[KEY_LEFT] == 0&&cjump == 0&&dir == -1)
{
ChangeAnimation("Event Actor", "J_L", FORWARD);
}
// the death:
if(currnt_health < 1)
{
currnt_health =0;
DestroyActor("Event Actor");
}
thanks for your time
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Re: Thanks LCL

Postby Turon » Wed Aug 10, 2016 6:58 pm

So far it looks nice, good job nightfall16. What sort of screen movement system did you use? I like how it corrects to show a bit underneath the player after falling. Was there any particular reason why you made it so the player only makes angled jump when pressing the jump key?
jonathang wrote:The movement is a bit too stiff. For going left or right, I recommend using xvelocity instead of x+=5 or x-=5. This in turn can make the stiff jump controls much easier to deal with. Make the player jump straight up, but can move around on the air using left and right, which can be done if you applied the key down for left and right is using xvelocity. Of course, limit the speed when applying the xvelocity for your movement, like...
Player -> Actor Control -> Draw Actor
Code: Select all
if(xvelocity>5)
{
    xvelocity = 5;
}
else if(xvelocity<-5)
{
    xvelocity = -5;
}


That's interesting, I've always used x+="some number";.
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Re: Thanks LCL

Postby nightFall16 » Mon Aug 15, 2016 8:16 am

i used 2 types of screen movement :
first i used a camera actor that's uses this code in it's draw actor
int weight = 10;
x = ((weight - 1)*x +player.x)/weight;
and then i place two screen sensor at the top and the bottom
the topp one height starts from the upper side of the view and ends at like a half way down and when the player collides with it
view.yvelocity = -5; if collision finish with the player view.yvelocity = 0;
and the bottom sensor is under the tiles by 2 pixels and parented to the view so when the player jumps and the view goes up the bottom sensor becomes
touchable and when the player is falling an touch the sensor
view.yvelocity = 5; and when collision finish the view.yvelocity = 0;
and the collision finishes when the sensor reaches lower to the tiles so the player can't go much lower that's keeps every thing looking good
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Re: Thanks LCL

Postby Turon » Tue Sep 06, 2016 7:52 pm

xvelocity instead of x within the code will run smoother now when I tried your exact code in my .ged my character didn't move. Though when I looked at the code I didn't look liked it'd work, the context is probably wrong cause you mentioned a draw actor event. Now I did try xvelocity-=2; but it was just a little faster but not noticably smoother though it did appear quite smooth when I decreased the value to one.
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