Living Life Afraid J'n'R

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  • <img src="http://img125.imageshack.us/img125/2113/scirrathreadheadnu8.png">

    I'm working on a Jump'n'Run game with the working title �Living Life Afraid�. It's about a little girl in a pyjama. There may be details on the background story later.

    Anyway, it'll be a smallish game containing 3 � 5 Levels.

    So far I've done a rather simple J'n'R engine in Construct. I didn't use the platform behavior. It's a custom movement with detectors and it's using TimeDelta as well.

    That's also where the problem is... I don't seem to be able to get it working completely glitch-free with TimeDelta.

    Sometimes you get stuck, but you should be always able to jump your way out of it

    But that's a reason for me to go back to the X/Y +/- 1 engine style (without TimeDelta) and put it in the same example, so it'll be comparable.

    So this release is nothing exciting so far, you can just jump around in a small area. The graphics are partly taken from older abandoned projects of mine and may not represent the final look of the game.

    Let me know what you think about this small test version and tell me about glitches/bugs of course.

    http://www.mediafire.com/?vf1ycyc2mo1

    Ah, I forgot: use arrow keys to move, shift to jump (hold to jump higher). That's all

  • Ok i see only one bug (forced bug) which i can make a "moonwalk" while pressing down right then pressing left, and the girl goes moonwalking.

    Also she's sliding on floor.

    Edit: I should add the fact that i could not do the Left moon walk only Right.

  • Haha, that made me laugh. That wasn't possible in earlier versions for sure, wtf have I done

    Fixed in next test release...

    EDIT: Okay, this bothered me. New download above with non-moonwalking version

  • You should tweak the jumping a bit, it looks too rigid.

  • Sweet mamma jamma! Those pixels look great

    Can't wait to try this out...

  • I need a tutorial on a custom platform movement engine thing I don't think that the standard platform movement will cut it for my game.

  • I need a tutorial on a custom platform movement engine thing I don't think that the standard platform movement will cut it for my game.

    Vinnie made the start of a pretty decent one. It's rather heavily commented, so it should be pretty easy to follow. It has a couple flaws, but the basics are in place.

    At the very least it'll give you an idea of the direction you need to go in.

    http://scirra.com/phpBB2/viewtopic.php?t=613

  • Awesome, this'll work.

  • Here's the same (well slightly changed) example without TimeDelta. If this runs apparently too slow/fast on your computer please post your specs.

    This should have less glitches than the TimeDelta version, it shares the some probs with the moving platform though. I have some bad events there that need to be changed

    Okay, there you go:

    http://www.mediafire.com/?g9mdmxmgtbn

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  • The non-timedelta version is not buged yet the jumping and falling is like on the moooooon.

    Pentium D 2,67 GHz

    Kingston 2GB ram

    Radeon x1600 256mb

  • Agreed. It's too slow. Should have adjusted more after changing the whole thing. I guess it has nothing to do with your computer... (if the walking isn't kind of slow for you as well)

    EDIT: Okay, tweaked the jumping back to normal, I guess:

    http://www.mediafire.com/?4dsdt0lnma2

    I was wondering if the jumping height was the same for everyone. You should be able to jump about the height of two 32x32 blocks, like shown on the pic.

    <img src="http://img354.imageshack.us/img354/8400/scirrathread1eb0.png">

  • Finally got around to playing this, and it's looking pretty good so far. The tilework is awesome and the controls are responsive, even with the inertia.

    I only have a couple crits:

    1. The jumping seems a little too linear. Like an inverted V, it's pointy on top. There doesn't seem to be any deceleration/acceleration at the peak of the jump which, makes it look a little odd and jerky, especially since the horizontal movement has so much inertia.

    2. I think it's just the expression on her face, but the girl kinda looks like a mean old man in a wig. It's the heavy brow and small eyes. And I know the cheeks are supposed to be chubby, but they look a little jowly. I don't mean to offend, it's just the impression I get looking at her.

    But otherwise it's looking pretty slick. Keep it up!

  • About the jump animation, is, is that there is no animation of her jumping; she is simply lifted dangling into the air. To me, it is odd. However, this project is essentially nice and neat; always lovely to see something of the sort, having been worked to a playable state.

  • [quote:x4b0sez2]The jumping seems a little too linear. Like an inverted V, it's pointy on top

    [quote:x4b0sez2]You should tweak the jumping a bit, it looks too rigid.

    Yes it's still a little... well like you guys said, too pointy on top. When the jump force reaches 0 the character immediately drops, it should probably last a bit there.

    [quote:x4b0sez2]I think it's just the expression on her face, but the girl kinda looks like a mean old man in awig. It's the heavy brow and small eyes.

    Okay that made me laugh again

    Old man in a wig, haha. Classic!

    Obviously I'm not getting the same impression looking at her and actually those pixels are not supposed to be brows (but it may pretty well be you're right). All I can say is that it's NOT supposed to be the average cute little girl, fitting the overall mood of game (which isn't really there yet). "Old wig man" will be considered as final title for the game though.

    [quote:x4b0sez2]About the jump animation, is, is that there is no animation of her jumping; she is simply lifted dangling into the air

    Animations are still at a minimum. So more/better animations should be there in the process. In fact all graphics are work in progress (like all game content).

    Thanks for the comments so far, all critique was constructive and helpful.

    Nobody mentioned the jump height yet. So I guess it's the same for everyone?!

  • Obviously I'm not getting the same impression looking at her and actually those pixels are not supposed to be brows (but it may pretty well be you're right). All I can say is that it's NOT supposed to be the average cute little girl, fitting the overall mood of game (which isn't really there yet).

    Just to clarify, this is the impression I get when looking at her face:

    <img src="http://xs126.xs.to/xs126/08156/oldman601.jpg">

    Again, I'm not meaning to offend. It's just the way I see it. It could very well be just me, you know, like one of those two faces/vase optical illusions or something.

    When the pixels are zoomed way in like that though, the old-man illusion sort of loses it's effect on me, and it does look more like a girl. It's just the small version that makes me think "old man." Or maybe "old Russian woman."

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