13 May 2022, 22:27 | #2161 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
|
I want my player to climb up a ladder by holding the jump button. But after setting the jump button to yspeed up, the player still won't go up. I have the following code:
(on ladder overlap) If control1jump == button_down then.. Set Player yspeed to -1.5 End condition My main player is 'control_platform'. When it overlaps a ladder it changes to a player with 'control'. It will move in all directions with the joystick/dpad. And when I let go it will stand still in that place. My guess is that the player actor 'control' is hard coded to speed 0 when it is idle. And when I press the jump button it wants to go up but the idle player says nope, it's speed 0 dude, and they keep fighting and nothing happens. So eh, does climbing up with the jump button need to be hard coded for player actor 'control', or is there another way, or no way at all? |
14 May 2022, 01:16 | #2162 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
Latest experimental check in:
* Codeblocks 68K optimizations. Essentially replacing the MOVE.L, ADD.W and SUB.W commands with MOVEQ, ADDQ.W and SUBQ.W commands where appropriate. It shrunk the compiled codeblocks code for Amigo the Fox by 7%, and it might give a performance boost on games where custom scripting is used extensively. * Ladder_NoSnap example updated for Lemming880. Essentially it's made so that, every frame, if jump is pressed, than the joystick direction is overridden to up. Hope that works for you! (Edit: Second minor fix for the day that resolves further sprite stability issues reported by NEESO) (Edit: Third minor fix for the day! Resolves bug where pasting codeblocks lines wouldn't trigger a save, reported by Raptor Games) --- My retro hour interview is up. I haven't worked up the courage to listen to it yet just incase I made any dumb mistakes in the nervous state I was in when I recorded it, but anyway, here it is. https://theretrohour.com/reinventing...h-earok-ep326/ Last edited by earok; 14 May 2022 at 08:18. |
14 May 2022, 09:16 | #2163 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Great podcast, must admit I haven't caught a retro hour one for a while. Some interesting earok history in there!
An issue has arisen on the latest experimental. On the project tab, unless I shift to the setting 0 pixels right, I get corrupt gfx glitch. Adjusting buffer width makes no difference. Have started using the render mode blink in a new project, works like a charm, great addition that! |
14 May 2022, 09:48 | #2164 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
Quote:
I'll need an example project with the issue to investigate. |
|
14 May 2022, 10:48 | #2165 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Cheers earok, will sort something out over the weekend. I set the shift to 0 and it runs just fine, just the screen is not centered.
|
14 May 2022, 13:30 | #2166 | |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
|
Quote:
Another thing. Occasionally, when level 1 is loaded, everything (like tiles, blocks and the player) is black except for the parallax background. Also the camera is placed to the left of the level and is stuck there, instead of following the player. It mostly happens when I boot the game and very quickly press play right after the menu is loaded. It's fixed when I go back to the menu and load level 1 again. |
|
16 May 2022, 01:56 | #2167 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
Latest check in to experimental:
- Fix preventing compilation if "set variable" is pointing to a previously deleted variable - Minor fix for NEESO: Actor tags are appropriately categorised in the large selection boxes as such - Minor fix for Lemming880: Fix for loadlevel codeblock to ensure that the camera position is centered by default, even when a large camera box could mean that the center position has drifted on reload |
16 May 2022, 14:52 | #2168 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
Latest experimental check in brings a new movement type sponsored by BitBeamCannon - cpu_parallaxlock
It's fundamentally a clone of cpu_cameralock (in that it's for actors that are locked to the screen). The difference is parallax lock can also be synchronized with parallax movement. We've used it here for the foreground stalactites, but more subtly for the antenna and satellite dish building tops in the far distance that overlap the cloud layer. Note that this doesn't need to be tied to the OCS style parallax system. In fact, we're now using that movement type on the GothicVania demo to completely replace all of the complicated codeblock stuff used for parallax with that movement type. The far cloud that doesn't move is cpu_cameralock, the mountain layer is cpu_parallaxlock, it's that simple. Also note that we did need some complicated codeblock stuff for the vertical position of those stalactites, but the horizontal movement is all taken care of by the new movement type. |
16 May 2022, 15:15 | #2169 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
Very, very nice. Love it!
|
16 May 2022, 15:19 | #2170 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,522
|
That looks very cool. I've been out of the loop for a bit, what's the name of that game?
|
16 May 2022, 16:15 | #2171 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
What an outstanding update, love anything to do with parallax at the moment
I must ask, is there a way to keep an actor on the foreground parallax layer, and not have it scroll. I suspect there is but not worked out the logic for it as yet! As an example, having say, "Round 1" as an actor displayed at the bottom but moving with the screen. I did work out what the issue was with the gfx glitch though earok. It was the top panel was hanging down a touch too far (was fine before said update) and so used the panel gap feature to make an extra line or 2. If i dont it does go screwy though so can still send the build over to look at in case it is a genuine bug. |
16 May 2022, 16:53 | #2172 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
Daaamn Earok that’s amazing and great examples.. I was thinking like the blimp in SOTB etc but things like the bg aerials are much more useful examples. They go a long way to completely counteracting the repeating pattern.
Looking forward to tinkering with the AGA equivalent! These are maybe not as useful to me on CMOhn ECS because my sprite channels are pretty much saturated with bones, blood and bullets. Quote:
Last edited by Mixel; 16 May 2022 at 17:25. |
|
16 May 2022, 23:02 | #2173 | |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Quote:
|
|
16 May 2022, 23:54 | #2174 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
|
17 May 2022, 07:39 | #2175 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Unfortunately the zorder doesnt make any difference. The sprite parallax affects the cameralock in a way I cannot fathom!
|
17 May 2022, 11:29 | #2176 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
|
17 May 2022, 12:37 | #2177 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
I meant to bring this up ages ago - this Saturday there's an indie game event that I'm booked to appear at. I'm trying to get eight games in rotation divided across two devices (A CD32 and an A500 Mini, so the CD32 will have the parallax heavy games and the Mini will have ones that aren't).
https://techweek.co.nz/whats-on/prog...owcase-2022-3/ If we haven't already talked, and you've got a (relatively) polished and playable demo to ready to go, please get in touch. |
17 May 2022, 13:55 | #2178 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Cheers earok, will sort something out
There was 1 other thing that is bugging me but will explain more when I am able to check it in for you to take a peek. |
17 May 2022, 14:21 | #2179 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
|
Quote:
|
|
17 May 2022, 14:33 | #2180 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
|
@acidbottle sounds good!
@gimbal I'll post something here if there are any photos or videos etc. --- Latest experimental check in brings a new memory saving feature: The ability to turn off 2X copper (which is on by default). I'd only recommend turning it off if you're starving for chipram and absolutely need more. The reason why there are two copies of the copper list to begin with is for smooth transition between one copper list and the other when top and bottom panels are displayed (such as when there's dialogue). Basically, one copper list is displayed on screen while the other is regenerated, then they're swapped. The reason why I wouldn't recommend turning it off (especially for games that frequently change panels or show dialogue) is because it could introduce split second visual glitches when the main game screen is resized (when top or bottom panels are loaded or unloaded). But over time I should be able to make it so that it'll be less glitchy when 2X copper is turned off. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
2D Platformer Engine | carrion | Coders. Blitz Basic | 27 | 06 June 2019 14:35 |
New Chaos Engine!! | arpz | Retrogaming General Discussion | 75 | 31 August 2013 22:20 |
F/S Warp engine 32 mb | tabuhuso | MarketPlace | 0 | 24 February 2012 15:13 |
PC Engine CD | TodaysForgotten | Retrogaming General Discussion | 47 | 13 May 2009 23:57 |
Scorpion (100% working) | andreas | request.Old Rare Games | 13 | 01 August 2003 08:48 |
|
|