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Gravity yet? For platformer ...
Posted: Tue Jan 15, 2008 4:46 am
I want to create a simple platformer like Knytt Stories ... http://nifflas.ni2.se/index.php?main=02Knytt_Stories
Does AE have gravity yet?
Posted: Tue Jan 15, 2008 8:43 am
Posted: Tue Jan 15, 2008 2:34 pm
I don't think Animation Engine has direct calls to manipulate gravity, however you can control direction, speed and collision aspects so I'm fairly sure it can be done in some way.
Malte Brill from derBrill Software will probably come along soon to answer your question, and you can always send an Email to: firstname.lastname@example.org
Posted: Tue Jan 15, 2008 3:03 pm
I know that I could probably fake it relatively (pardon the pun) easily. Simply move an object down say, 12 pixels, every second unless it was in collision with another object (the later object representing the floor). Jumping could be done simply as well ... just change the "gravity" variable to 0 and then loop it up to 12 again over a second or so, and move the character up a height you'd like them to "jump".
Or something like that anyway.
Posted: Thu Jan 17, 2008 4:59 pm
Please excuse me being late to the party
I am travelling this week and only have a flaky iNet connection after hours. I will try to respond in detail ASAP.
Short answer: No real gravity as yet. But you can fake it.
Davey said he wanted examples of a simple platformer. I will need to dig through the HD on my office machine once I get back. I think I have some demos flying around.
All the best,
Posted: Sat Mar 01, 2008 4:11 pm
Did Malte find the platform game described in this thread? I would love to see what is capable.
Posted: Sat Mar 01, 2008 7:23 pm
Right, we want your games, and we want them now!
Posted: Mon Mar 03, 2008 12:20 am
Well I guess I'll throw my example out there. Not sure if it stacks up to what Malte has, but better than sitting on my harddrive rotting away
It doesn't use the Animation Engine, but it should show some example of what is possible in revolution.
The code is a mess, it was done a few years ago now. If you don't touch the controls at the title screen it will play a demo of the first level, i think you can easily record demo's yourself via hotkeys while playing. In-built editor (press e while playing). It is buggy, especially the editor, and isn't very intuitive, but it was never meant for public distribution.
http://www.taggedsoftware.com/files/pla ... xample.zip
Posted: Mon Mar 03, 2008 12:05 pm
Very nice stuff Jeremy!
By far more complex then the demo I would have had. I am afraid mine has gone to nirvana (or farwana) at least I was not able to dig up the code anywhere. For what it is worth there is a standalone version left on my site http://www.derbrill.de/yibbah
. However, as I recall correctly that was pre AE and not really good.
All the best,
Posted: Mon Mar 03, 2008 12:39 pm
Mark just sent me a copy of my yibbah stack. So if anyone is interested, I can send it off list.
All the best,
Posted: Tue Mar 04, 2008 3:49 pm
very indepth stack. Nice layout. I wonder if animation engine were used how much that could be reduced.
I think I remember yibbah. Is there a link?
(working on a game idea)
Posted: Wed Mar 05, 2008 2:06 pm
Thanks Malte and Tom for the kind words. I'm sure a fair size of code could be reduced when using the Animation Engine
I'm planning on releasing the source code for my first shareware game (Gladiator Trials II) sometime next year. It's not a platformer, but hopefully will be of interest to revolution game developers. Help inspire future generations perhaps