Gracious, 8 years later?
Posted 4 years agoI logged into FA after 8 years of inactivity. I don't think I'll use the site much, but I had to at least make an effort to appear current! I was cringe.
Bouncy mushrooms can't bounce sideways
Posted 13 years agoWell, as the title says. I'm implementing bouncy mushrooms as a simple Lua trigger. When Nippies enters the trigger, the Lua script reads his velocity, sets the y axis to a negative amount, and then sets Nip's velocity with that, sending him rocketing upwards.
However, late last night, when I was past the sleep-stage of being able to code, I tried to make a sideways mushroom. To my surprise, it didn't work.
I thought about it some.
My knowledge of my engine tells me that it's because simply setting his velocity on the x axis will be overridden as soon as the walk code runs, which is next frame after the jump, causing a jump-stop effect.
I already have several separate vectors which make up the velocity, such as your knock-back from enemies (reduced quadratically closer to [0, 0] every frame), jumping (ditto, but with a different curve based on the jump button) and conveyor velocity (constant set from the moving platform you're on, or [0,0]). I'll probably have to make another vector to be added in. Player::m_bounce, used for springs.
I'll add Lua functions Player.getBounceVelocity() and Player.setBounceVelocity() as well, so these triggers can set the bounce once. The engine will take care of curving it back to [0,0].
However, late last night, when I was past the sleep-stage of being able to code, I tried to make a sideways mushroom. To my surprise, it didn't work.
I thought about it some.
My knowledge of my engine tells me that it's because simply setting his velocity on the x axis will be overridden as soon as the walk code runs, which is next frame after the jump, causing a jump-stop effect.
I already have several separate vectors which make up the velocity, such as your knock-back from enemies (reduced quadratically closer to [0, 0] every frame), jumping (ditto, but with a different curve based on the jump button) and conveyor velocity (constant set from the moving platform you're on, or [0,0]). I'll probably have to make another vector to be added in. Player::m_bounce, used for springs.
I'll add Lua functions Player.getBounceVelocity() and Player.setBounceVelocity() as well, so these triggers can set the bounce once. The engine will take care of curving it back to [0,0].
Today's job
Posted 13 years agoThe direction from which Nipio enters a level is not currently tracked. There is one respawn point, and regardless of which of the four possible entrances/exits he comes from, he'll still respawn at the one point near the left of the screen.
I could fix this by adding four respawn points, I guess, but I'll do one better!
All data placed in a .tmx level can have properties of their own, so I thought it would be best to add a direction_filter property. Unless the filter is matched, the data won't be placed on the level when Nippies enters it.
This will let me do nice things besides spawn points, like having enemies arrange themselves to be both more challenging and less broken from all directions. Imagine what Castlevania II would be like if they just placed the enemies by hand, and regardless of which direction you were moving in, they'd be in all the right places!
Also: You know those parts of Zelda 1 where you have to go up, up, up the mountainside? And go north west south west (I think? XD) To the forest of maze? The new level linking system that I did yesterday allows a level to open into itself now. And since each level can own a Lua script, it will be able to do tricks like that if you perform the correct movement combo. Well, it should be. I don't yet have a way to tell what level Nipio came from in Lua, but it will be easy to add it :P
I could fix this by adding four respawn points, I guess, but I'll do one better!
All data placed in a .tmx level can have properties of their own, so I thought it would be best to add a direction_filter property. Unless the filter is matched, the data won't be placed on the level when Nippies enters it.
This will let me do nice things besides spawn points, like having enemies arrange themselves to be both more challenging and less broken from all directions. Imagine what Castlevania II would be like if they just placed the enemies by hand, and regardless of which direction you were moving in, they'd be in all the right places!
Also: You know those parts of Zelda 1 where you have to go up, up, up the mountainside? And go north west south west (I think? XD) To the forest of maze? The new level linking system that I did yesterday allows a level to open into itself now. And since each level can own a Lua script, it will be able to do tricks like that if you perform the correct movement combo. Well, it should be. I don't yet have a way to tell what level Nipio came from in Lua, but it will be easy to add it :P
Nipio's Adventure Demo Video
Posted 13 years agoWell, there's not much to say about the game to those who've seen it already, but for those who haven't, there is a video for ya!
No commentating, just the game as it is, in the raw. I'd prefer you to enjoy the game by actually playing it, rather than to play it myself and pretend to be surprised at things XD
Feel free to skip through them, they're long and repetitive!
No commentating, just the game as it is, in the raw. I'd prefer you to enjoy the game by actually playing it, rather than to play it myself and pretend to be surprised at things XD
Feel free to skip through them, they're long and repetitive!
Well, might as well start Journaling with an important event
Posted 13 years agofurQuest has reached revision 1,400 today. Even though I lost Windows 7, I took the blow well and I'm working on the Linux version of my game while I get 7 back.
Revision 1400 people! That's r1400!
Just for fun:
rainchu@__CENSORED :P__:~/Desktop/furQuest$ cloc src bin/Release/scripts/
460 text files.
460 unique files.
1618 files ignored.
http://cloc.sourceforge.net v 1.53 T=2.0 s (203.5 files/s, 32955.5 lines/s)
Language files blank comment code
C++ 151 11227 4603 25243
C/C++ Header 169 5243 3529 9358
Lua 85 1979 1435 3144
Python 2 32 6 112
SUM: 407 18481 9573 37857
That's right :3
37,857 lines of code, not counting blank lines and comments, in a total of 407 files.
Not a huge project, but definitely growing!
Revision 1400 people! That's r1400!
Just for fun:
rainchu@__CENSORED :P__:~/Desktop/furQuest$ cloc src bin/Release/scripts/
460 text files.
460 unique files.
1618 files ignored.
http://cloc.sourceforge.net v 1.53 T=2.0 s (203.5 files/s, 32955.5 lines/s)
Language files blank comment code
C++ 151 11227 4603 25243
C/C++ Header 169 5243 3529 9358
Lua 85 1979 1435 3144
Python 2 32 6 112
SUM: 407 18481 9573 37857
That's right :3
37,857 lines of code, not counting blank lines and comments, in a total of 407 files.
Not a huge project, but definitely growing!