SFML community forums
General => SFML projects => Topic started by: lulle on July 25, 2013, 06:09:46 pm
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The aliens are back!!! Stronger than ever before Dukes weapons are useless and so HULK has to help Duke to save his chicks!
Gameplay:
You are HULK. Duke is following you and warns you if one of the brains steals a chick.
Destroy the enemies on the ground they hurt you and destroy the brains, but:
Brains are only destroyable if they are stealing a chick!
short gameplayvid:
http://www.youtube.com/watch?v=8IPzVaaWdfQ
two-zero-seven:
http://www.youtube.com/watch?v=fk3BQ63hoOU
Still a lot of work to do, call it early beta XD
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LOL. The sound effects are funny. :D Very nice game, but how can hulk jump that high? O_O
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... but how can hulk jump that high? O_O
The hulk has, numerous times, jumped entire oceans and even into space. There is no end to his strength!
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yeah Jump is one of the things left to do.
In the first vid I did jumping by an initial impulse and then adding gravity->multiplicating frametime aso.
That was ugly, as frametime changes HULK jumps on the moon XD
In the 2. vid theres a max humpheight - also ugly :)
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yeah Jump is one of the things left to do.
In the first vid I did jumping by an initial impulse and then adding gravity->multiplicating frametime aso.
That was ugly, as frametime changes HULK jumps on the moon XD
In the 2. vid theres a max humpheight - also ugly :)
I always find real world physics work best, no matter how simple you want to keep things.
What I like to do for jumping in my platformers (if your interested):
-Set a 'Trajectory' value for jumping - I use a 2D vector for this.
-Set an 'Air State' and 'Ground State' for the character. This controls whether the character is in the air or not.
-When a jump action occurs, apply a large value to the characters Trajectory.y (the higher the number the highter the character will jump), then Set the characters State to Air State.
-In the characters update check if the character is in the Air state, if they are, compute the characters new Trajectory. my normal formula is 9.82m/s^2, which ends up as Trajectory.y += time_passed * gravity; time_passed is the time since my last frame.
-Then update the characters position based on the trajectory. Location.y += Trajectory.y * time_passed;
- Once the character collides with the ground, simply set the state back to ground and reset the Trajectory.y back to 0.
This is basically all I ever do and it always turns out great for me. Hope it can help you.
Quick Edit: I should mention that the initial Trajectory.Y would be a negative value (like -200) in this case.
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Ooh yes->thats absolutely "real" real world physics. (tnx 4 the minitut)
The point is:
I dont know if jumping will stay in the game.
-It might be handy for crashing enemies in Mario-Style, but that would be a 3. attack
1. is thunderclap for pushing away the mine
2. is a punch to kill the other enemies.
-jump might also be handy to kill a kidnapping brain in the air (combined with in-air clap)
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BLOOOD!
http://youtu.be/DMl0zOm4W6Q
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Damn..forgot to share ...but its never 2 late xD
(http://lubits.de/SoC/soc_m.png)
Windows: http://lubits.de/SoC/Projekt_2013_windows.zip
LinuX: http://lubits.de/SoC/CPP_Projekt_2013
Datafiles(Gfx, Sound): http://lubits.de/SoC/data.zip
If someone wants the source...drop a line here and I'll cleanup/upload it.
Have Phun,
lu