Variant Stranger ver.0.3
New version is here! What is changed is...
-Title screen added (I'm gonna make it better from now)
-Camera-moves changed!
-Red became Green because of its visibility.
-Player sprites are re-made.
-Now holding button can't do anything by using poke.
-Blue's gliding is removed, and got wall jump instead!
-Map re-made (but it's still as test)
-Player's speed is slower than before (To be honest, that was too fast and caused some bugs)
-Some SFX added! (Do you like them?)
Now I'm working on fundamental part (What is this game's goal? and so on).
Thanks for great advices!!!
Variant Stranger ver.0.2
This is my WIP platformer. I'm not good at coding so if you find the point that you want me to fix, please let me know.
Thanks to kind people, for giving me great advice.
O button...Jump
X button...Switch the character
O button in the air
-Yellow can double jump
-Red can air dash
Up button in the air
-Blue can glide
First thing I would do, @Ruva, is not allow the special move just by holding down the 🅾️ button.
Most platformers including CELESTE require you to release it and hit it again to get that special move.
Of course I know that. This version is called a test of player moves.
I'm going to make them an upgrade item that you can get somewhere on the stage.
I think @dw817 means the controls should be adjusted so that holding the jump button doesn't trigger the special ability. Instead, the button should need to be pressed again. As is, for example, yellow's double jump is triggered shortly after jumping because the jump button is still held down from the initial jump. This makes it difficult to use.
I noticed a bug with the collision; red occasionally gets stuck in a solid when dashing. It's possible to move out of the solid, so not game-breaking.
Also, blue is able to jump really high if the up button is held while jumping. Assuming this isn't intentional, you probably just need to set up a check to allow the glide to be triggered only if the player is in the air.
From a code standpoint, you're using a lot of tokens by having separate code for each player. Since all of them are essentially the same except for special abilities, it would save a lot of tokens to have all of them use the same basic update function, with conditions for special abilities.
@binaryeye , Thanks for nice advice!
-yellow
Now I understand what @dw817 and you say, but I don't get what I should do. Any good resources or tutorials?
-red
ja red stucks in the block so often. I had already found that problem and tried to fix, but nothing(only the ways that I came up with) worked. I'm using collision and some other function from nerdyteacher's platformer tutorial, so I'm going to watch that again to find a way to fix.
-blue
That's also my mistake! Glad to let me know. I will make the glide available only when blue is falling.
Since you're currently using btnp()
for jumping, the easiest way to require letting go of the button for double jump would be to turn off the repeat. It's a bit esoteric and honestly I think it should be off by default.
Put this either at the top of your code or inside the _init()
function (your choice, since it would get run at start either way).
poke(0x5f5c, delay) |
That tells the engine to not behave like an old OS when it comes to button presses and to instead behave like a console.
@kimiyoribaka Thank you! I saw that poke for the first time.
I'll give it a try!
btw your name means "I'm more stupid than you", do you know?
I think you are absolutely smarter than me though.
@Ruva
Just realized, I left it as "delay" (like it says in the manual). It should be 255 to turn it off.
And yeah, I know what it means. I was feeling in a strange mood when I made my account on youtube, then shortly after made an account for visual novel forum and felt like something more anime would fit, so I did a loose translation. I still use it cause I like the overall sound, regardless of meaning.
Hi @kimiyoribaka.
That's actually a very good idea to turn off repeat by that POKE. I was thinking I would need to explain BTN() and status of pressing and not.
Your way is much simpler. Thus the future of Pico-8 I hope.
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