Scitunes, I need your help once again.

DanielAvniDanielAvni Member Posts: 114
edited November -1 in Working with GS (Mac)
Scitunes im so thankful your on this forums! (same with tshirtbooth, firemaplegames, redump, and all the others) Can u make an example or go into detail about how to make an endless jump platform game. (doodle jump) im sorry im so stupid but i cant figure this one out iv tried making it and i cant make it harder as it goes on and all the other stuff.. please help me SCITUNES!
ether way thanks!

Comments

  • synthesissynthesis Member Posts: 1,693
    Scitunes' Doodle Jump demo is here:
    http://gamesalad.com/game/play/44115

    Gotta do those searches...stuff is already out there!!!
  • DanielAvniDanielAvni Member Posts: 114
    i know that one is already out im talking about an endless one that goes on forever or untill u tell it to end. scitunes told me one of his ideas and i tried to do it but i couldn't figure it out
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I'll see what I can do. I may just post a version that is not quite right, but maybe others could figure out how to fix it. Here's what I have gotten done. I had a system where platforms move down when the jumper jumps up. This worked great. It felt like you were going up and up and up, but really the background and the platforms were moving down every time you jumped. This works fine when you jump all the way up and land on a platform at the bottom of the screen. In other words when your jump starts and ends at the same y position. But if you jump up and then land on a platform towards the top of the screen you will jump again and move off the screen. So what I need to do is account for this in the platform movement equation. Again, not sure when I'll get to this, but I'll do my best.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I am not having any luck with the Y offset issue. If you make a platform and constrain it's y.velocity to the negative jumper's y.velocity and you put this into a rule that checks if the jumper is jumping up (so the platforms only move when the jumper is moving up and not when he is falling down) you could make a scene that is 4 or 5 times the height of the ipod and you would get a good amount of game play before reaching the top of the scene. That's the best I can come up with for now. I'll upload what I have in a minute. I'll Call it "Almost Endless Jump Demo"
  • rebumprebump Member Posts: 1,058
    Redump? Really? ;-)
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Redump, are you friends with TShirtBone perhaps?
  • rebumprebump Member Posts: 1,058
    ;-) Yeah, that's my bro!
  • DanielAvniDanielAvni Member Posts: 114
    hahahhahahahahahah my bad rebump hahahah anyways thanks scitunes once again :)
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I wish could have figured it out. I think your best bet is to make a relatively tall scene and use the demo I made. The combination of a tall scene and platforms that move down should allow for a lot of game play and random platform placement. You could have a spawner that spawns platforms always just above the visible area and use random in the x direction. You could also implement the variable timer system to make the platforms more and more spread out the longer you play.
  • DanielAvniDanielAvni Member Posts: 114
    Scitunes have any idea of how the platforms can get harder and harder? if so make it if i use wrap x the background still goes down at the same place
  • DanielAvniDanielAvni Member Posts: 114
    Sorry scitunes i swear i didnt see the post above dont answer me
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