Suitable for platform game?
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Suitable for platform game?
Is RunRev Studio suitable for a simple platform game like Knytt Stories? Can it handle gravity and platforms? Nothing like Mario ... simpler like http://nifflas.ni2.se/index.php?main=02Knytt_Stories ? Thoughts?
DaveyJJ,
I am not a gamer and know nothing about gravity, but I've heard you can do the desired effects with Animation Engine:
http://www.runrev.com/section/revselect ... /index.php
Best,
Mark
I am not a gamer and know nothing about gravity, but I've heard you can do the desired effects with Animation Engine:
http://www.runrev.com/section/revselect ... /index.php
Best,
Mark
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In a 2D (say side-scrolling) computer game, gravity is always pulling the character or object down to the bottom of the frame with a constant force. Last time I checked AE lacked this, although I suppose I could fake it thus ...
if object isn't colliding with objectB (a floor say)
each second
pull the object down by 12 pixels
stop
if object isn't colliding with objectB (a floor say)
each second
pull the object down by 12 pixels
stop
I've done platform games in both hypercard and revolution, the only problem with both is trying to get smooth scrolling implemented, as in the player will always be at the center of the screen. It hitches too much to have this work for me. The way I worked around this was scrolling a large portion of the screen once the player was close to an edge, like most platformers did before commander keen and it's dirty rectangles.
I have a platform game lying around somewhere, I have touched it in a few years. But it's made in revolution, has very basic physics (you push a box off a ledge to use it to jump onto another ledge), you collect bones (your a puppy, bones are similar to coins in sonic), avoid enemies, pass over fire hydrants for save points and reach the collar at the end of the level.
The editor is actually in-game, so you simply press 'e' while playing to jump into the editor and load/create/modify levels. The editor allows you to even setup an invisible track for objects/enemies to follow (moving platforms). Lastly demo recording/playback with one specific demo played if you stay at the titlescreen for too long. I think that's almost everything required for a fun platformer?
So yes, Revolution is capable of platformer games, gravity isn't a problem (I used invisible buttons to act as floors/ceilings) and perhaps even keeping the player in the center of the screen wouldn't be too difficult a task. The two biggest problems I have with Revolution and games is the lack of an ability to change the resolution of the screen, I've had to use a custom written vb application to perform this task and lack of hardware accelerated support (99.9% of 2d engines out there today are all HA) If you can get past those little quirks, then creating games in Rev is a blast
If you wish, I'll upload the platformer game to my website so you can have a look at the source, at least to get an idea of what's possible. I have to say I doubt the code has held up well, as I have learnt so much more about Revolution since this project
I have a platform game lying around somewhere, I have touched it in a few years. But it's made in revolution, has very basic physics (you push a box off a ledge to use it to jump onto another ledge), you collect bones (your a puppy, bones are similar to coins in sonic), avoid enemies, pass over fire hydrants for save points and reach the collar at the end of the level.
The editor is actually in-game, so you simply press 'e' while playing to jump into the editor and load/create/modify levels. The editor allows you to even setup an invisible track for objects/enemies to follow (moving platforms). Lastly demo recording/playback with one specific demo played if you stay at the titlescreen for too long. I think that's almost everything required for a fun platformer?
So yes, Revolution is capable of platformer games, gravity isn't a problem (I used invisible buttons to act as floors/ceilings) and perhaps even keeping the player in the center of the screen wouldn't be too difficult a task. The two biggest problems I have with Revolution and games is the lack of an ability to change the resolution of the screen, I've had to use a custom written vb application to perform this task and lack of hardware accelerated support (99.9% of 2d engines out there today are all HA) If you can get past those little quirks, then creating games in Rev is a blast
If you wish, I'll upload the platformer game to my website so you can have a look at the source, at least to get an idea of what's possible. I have to say I doubt the code has held up well, as I have learnt so much more about Revolution since this project
Hi JeremyR
Thanks and best regards
I will be much appreciated if you let me know the URL of the source code. This is a good way for me to learn.If you wish, I'll upload the platformer game to my website so you can have a look at the source, at least to get an idea of what's possible.
Thanks and best regards
Alex
Nice to meet all of you.
Nice to meet all of you.
If you could upload it as a sample, that'd be great.JeremyR wrote:I've done platform games in both hypercard and revolution, the only problem with both is trying to get smooth scrolling implemented, as in the player will always be at the center of the screen. It hitches too much to have this work for me. The way I worked around this was scrolling a large portion of the screen once the player was close to an edge, like most platformers did before commander keen and it's dirty rectangles.
I have a platform game lying around somewhere, I have touched it in a few years. But it's made in revolution, has very basic physics (you push a box off a ledge to use it to jump onto another ledge), you collect bones (your a puppy, bones are similar to coins in sonic), avoid enemies, pass over fire hydrants for save points and reach the collar at the end of the level.
The editor is actually in-game, so you simply press 'e' while playing to jump into the editor and load/create/modify levels. The editor allows you to even setup an invisible track for objects/enemies to follow (moving platforms). Lastly demo recording/playback with one specific demo played if you stay at the titlescreen for too long. I think that's almost everything required for a fun platformer?
So yes, Revolution is capable of platformer games, gravity isn't a problem (I used invisible buttons to act as floors/ceilings) and perhaps even keeping the player in the center of the screen wouldn't be too difficult a task. The two biggest problems I have with Revolution and games is the lack of an ability to change the resolution of the screen, I've had to use a custom written vb application to perform this task and lack of hardware accelerated support (99.9% of 2d engines out there today are all HA) If you can get past those little quirks, then creating games in Rev is a blast
If you wish, I'll upload the platformer game to my website so you can have a look at the source, at least to get an idea of what's possible. I have to say I doubt the code has held up well, as I have learnt so much more about Revolution since this project
I was hoping that the new release of Rev 3.0 included some basic functions suitable to making games like collisions etc without having to buy additional plugins, but seems not.
In the spirit of me recently releasing the source code for my game Gladiator Trials II, I noticed I missed the reply to this thread last year. Is anyone still interested in the source code for a platformer? I'm 100% positive the source is unoptimized and messy with plenty of bugs, but it would be a starting point for those interested in this genre in Revolution.
Hello,
how did you do scrolling?
I want to make a side-view game, then I need to create a large map, and the player, while explore the environment, will be able to scroll the view. I don't want to scroll the image below, but I need something like a "view" inside the big screen (camera concept).
Thank you for your help!
how did you do scrolling?
I want to make a side-view game, then I need to create a large map, and the player, while explore the environment, will be able to scroll the view. I don't want to scroll the image below, but I need something like a "view" inside the big screen (camera concept).
Thank you for your help!
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And I'm 100% positive it would be a very welcome contribution to the community.JeremyR wrote:In the spirit of me recently releasing the source code for my game Gladiator Trials II, I noticed I missed the reply to this thread last year. Is anyone still interested in the source code for a platformer? I'm 100% positive the source is unoptimized and messy with plenty of bugs, but it would be a starting point for those interested in this genre in Revolution.
Richard Gaskin
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okay here's the source code for the game, there's alot of room for optimizing so I believe you could easily get smooth scrolling working with a few tweaks
http://www.taggedsoftware.com/files/platformer_rev.zip
Enjoy!
http://www.taggedsoftware.com/files/platformer_rev.zip
Enjoy!
Re: Suitable for platform game?
I just accidentaly ran into this thread again. I don't think I ever saw it and I tried to download it. Unfortunately, the source code is no longer available on the address provided above.
Best,
Mark
Best,
Mark
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Re: Suitable for platform game?
I'm working on a tutorial for platform games with a simpler and more updated version of the code.
You will learn to work on gravity, jumping and lateral movements, blocking keys by holding them down, collisions and the general bases for creating your platform games with Livecode.
You will learn to work on gravity, jumping and lateral movements, blocking keys by holding them down, collisions and the general bases for creating your platform games with Livecode.
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Re: Suitable for platform game?
I understand the rest; but GRAVITY is very exciting.You will learn to work on gravity
+++However instead of reviving a 12 year old thread, please create a new one when you are ready, thank you.