I made it that way for now, that's why I said it's simple :P basically it rewards how many paths you can do. I'll add more options, this was just a little test I included :P
I'd be interested to see how you get some stuff to kill the guy in there
That was the hardest part when I was making Dood Jump. Getting stuff in there to kill you that feels like a robust enough gameplay mechanic, but still keeps the game playable.
No one asked for it, but I added a pause function I can't live without my pause button, lol. Made game over and death! Now you all can die too! Isn't that great xD? @Sparkyidr Enemies will be pretty simples, not badass AI, just walk left or right of a path, spikes or other things that stay still, and a little something that fly across the screen at different height. I almost did all the logics from scratch, to improve performance and leave room for new feature that are usually pretty expensive, like parallax. For the lifes, I was thinking of doing : fall in the pit = die, get hit by enemies = -1 life. You'll get to choose how many life there are, and there will be probably the possibility to get back some lifes.
One for death One for pause You can see real time speed changing too, just at the start (it will not be implemented like that, obviously, it's just a test, and that is why score isn't updating Enjoy!
Sorry for the triple post, but just wanted to assure: game over will not be just like that, obviously. There will be a screen popping up, with your score, the highscore, retry and quit buttons xD
@MagoNicolas Thx m8 @gazjm lol, yeah! And it's so fun working on it, it keeps my head in shape xD @scitunes sending it right now Keep in mind though that there are work in progress, and you will see lots of changes, especially in the blocks actor (a full tab is gone :P) @portyman sent! Thanks a lot! Mail me if you need anything!
Aasimar, it really depends on the logic behind your way of doing things. In my template I use things that I already have running, but if you don't have something like that, then there are lots of ways. Like a timer that is based on the game speed through a little math (altough I do not really like timers, can get heavy on performance).
scitunes said: What if you have an actor in the scene and you display
floor(self.time).."meters" and when the level ends (guy falls or dies) change game.distance to floor(self.time) in that same actor.
No extra timer needed and it should tick away as soon as the level starts.
EDIT: Here's what I have done in a nonmovable actor with the alpha at 0:
Rule - When self.time > 2 display text - floor((self.time*10)-20).." m"
you'll need to do an alt+space to get the space before the m
This way it starts when the runner starts but it counts up from 0.
thahs a very good way for Score! I would add a multiplication to a number, so it seems like you go a real distance (because 2 seconds is 10 distance, depends on metrics you use, but it is not to much.
@scitunes that's a really good way, but it doesn't take in account the speed of the game. Like that it doesn't matter if the game speed is 100 or 400, the player would make 1 meter at second. The way I'm implementing it right now is different based on velocity, and there's no need for math @magonicolas school started again, couldn't work how much I would have liked on it. I perfected death for falling, no more random ones, and was searching for a way to not have to set the game.attribute avoidBadClipping, but everything seems to fail Hate that. The fix works nicely, but I can't see why gs must be so slow at checking for position or changing variables. I added the particle effect you asked for, this time I'll wait to send the update though, I'd like to give it the final touches before on this one :P, shouldn't get much time though.
Hachiko said: @scitunes that's a really good way, but it doesn't take in account the speed of the game. Like that it doesn't matter if the game speed is 100 or 400, the player would make 1 meter at second. The way I'm implementing it right now is different based on velocity, and there's no need for math @magonicola school started again, couldn't work how much I would have liked on it. I perfected death for falling, no more random ones, and was searching for a way to not have to set the game.attribute avoidBadClipping, but everything seems to fail Hate that. The fix works nicely, but I can't see why gs must be so slow at checking for position or changing variables. I added the particle effect you asked for, this time I'll wait to send the update though, I'd like to give it the final touches before on this one :P, shouldn't get much time though.
Yeah, you are right with the score! Damn, school, when you think you will have this template complete?
3-4 days at max If everything goes well. Plus, my nights became a lot more long xD Not getting much sleep lately. So I really should do it by then.
PS: just added my way to do the score. I'd like to know what do you think about performance, if they're good enough on your device, more in the build then in the simulator.
Just a little update Score system added, it's based on game speed. Game speed changes over time, you can set everything to make this happen through mainly 3 variables : with 1 you set max game speed possible, with 1 you set how many meters have to pass before speeding up, with 1 you set how much it must be speeded up every time. You can even set how much actually a meter is, in terms of coordinates. You can see here, not only the score, but the fact that it goes faster as game speeds up. Here the setting where : every 30 meters, max speed 500, add 50 to speed, 30 x coordinates are 1 meter. The first step, at 30, isn't noticeable on the platforms through this video (it was with my eyes but you can see the difference in the score, going faster. The second step, at 60 (and it would automatically happen again at 90, 120, 150..every 30, until gamespeed was 500), is more noticeable. Than my camera died xD. And I have to go to beeeed. Just like to say, but I'm not really sure, since this is going to be a lot bigger than I though, final version could cost a little more. Not much, 10 or 15 more. But I have to see, since 40 is already something. Just wanted to let people know that it may change in the end (not for those who already bought it, obviously xD) Thanks!
New updates coming soon guys. I'll send it to everyone as soon as I fixed a little thing :P Pause is disabled. I thought it's not worth for now since it's coming with the next gs update, and will be better to use that (we'll be updated to include pause when gs update it's out). The button is still there though, it looked nice :P What is new? Rebuilded logic behind the blocks spawn (yep, again :°), now way more fast and stable. A "in the works menu" (blank screen for now, just tap to start), and more important, the increasing score that goes along with game speed, and game speed that increase as score goes up! All of this, as always, is completely customizable through 4-5 variables.
Hi pixelito! Setting up a paypal account to send money really requires not more than two minutes! I do not know moneybookers though, but if it can send them in italy, then that it's good anyway Drop me an email so we can talk it better
Comments
I'll add more options, this was just a little test I included :P
Darren.
I'd be interested to see how you get some stuff to kill the guy in there
That was the hardest part when I was making Dood Jump. Getting stuff in there to kill you that feels like a robust enough gameplay mechanic, but still keeps the game playable.
Made game over and death! Now you all can die too! Isn't that great xD?
@Sparkyidr
Enemies will be pretty simples, not badass AI, just walk left or right of a path, spikes or other things that stay still, and a little something that fly across the screen at different height.
I almost did all the logics from scratch, to improve performance and leave room for new feature that are usually pretty expensive, like parallax.
For the lifes, I was thinking of doing : fall in the pit = die, get hit by enemies = -1 life. You'll get to choose how many life there are, and there will be probably the possibility to get back some lifes.
One for pause
You can see real time speed changing too, just at the start (it will not be implemented like that, obviously, it's just a test, and that is why score isn't updating
Enjoy!
game over will not be just like that, obviously. There will be a screen popping up, with your score, the highscore, retry and quit buttons xD
Thx m8
@gazjm
lol, yeah! And it's so fun working on it, it keeps my head in shape xD
@scitunes
sending it right now
@portyman
sent! Thanks a lot! Mail me if you need anything!
And if how is it working. It looks pretty cool
How do you count your meters ?
I'm working on a project like that, but I don't know how I can do that.
Thanks,
S.
floor(self.time).."meters" and when the level ends (guy falls or dies) change game.distance to floor(self.time) in that same actor.
No extra timer needed and it should tick away as soon as the level starts.
EDIT: Here's what I have done in a nonmovable actor with the alpha at 0:
Rule - When self.time > 2
display text - floor((self.time*10)-20).." m"
you'll need to do an alt+space to get the space before the m
This way it starts when the runner starts but it counts up from 0.
Hachiko how`s the template going today?
that's a really good way, but it doesn't take in account the speed of the game. Like that it doesn't matter if the game speed is 100 or 400, the player would make 1 meter at second. The way I'm implementing it right now is different based on velocity, and there's no need for math
@magonicolas
school started again, couldn't work how much I would have liked on it. I perfected death for falling, no more random ones, and was searching for a way to not have to set the game.attribute avoidBadClipping, but everything seems to fail
PS: just added my way to do the score. I'd like to know what do you think about performance, if they're good enough on your device, more in the build then in the simulator.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
The corona one will take much much less. It's a lot easier. Probably 1-2 days :P
Score system added, it's based on game speed. Game speed changes over time, you can set everything to make this happen through mainly 3 variables : with 1 you set max game speed possible, with 1 you set how many meters have to pass before speeding up, with 1 you set how much it must be speeded up every time. You can even set how much actually a meter is, in terms of coordinates.
You can see here, not only the score, but the fact that it goes faster as game speeds up. Here the setting where :
every 30 meters, max speed 500, add 50 to speed, 30 x coordinates are 1 meter.
The first step, at 30, isn't noticeable on the platforms through this video (it was with my eyes
Just like to say, but I'm not really sure, since this is going to be a lot bigger than I though, final version could cost a little more. Not much, 10 or 15 more. But I have to see, since 40 is already something. Just wanted to let people know that it may change in the end (not for those who already bought it, obviously xD)
Thanks!
Pause is disabled. I thought it's not worth for now since it's coming with the next gs update, and will be better to use that (we'll be updated to include pause when gs update it's out). The button is still there though, it looked nice :P
What is new?
Rebuilded logic behind the blocks spawn (yep, again :°), now way more fast and stable. A "in the works menu" (blank screen for now, just tap to start), and more important, the increasing score that goes along with game speed, and game speed that increase as score goes up! All of this, as always, is completely customizable through 4-5 variables.
Setting up a paypal account to send money really requires not more than two minutes!
I do not know moneybookers though, but if it can send them in italy, then that it's good anyway
Drop me an email so we can talk it better