User Tag List

Results 1 to 10 of 38

Thread: Gravity in sideview areas

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #19
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,436
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.58%

    Re: Gravity in sideview areas

    topDownJumping.qst
    TopDownJumper.z
    jump.wav
    land.wav

    It could be improved upon (it could see if you actually have the flippers, for one thing), but it's a start.
    If you want to play around with it, it shouldn't be much different from _L_'s. Just be sure to set the "Draw Over" flag, set up the combos properly, and give it the right arguments.
    You'll notice each screen in the demo has one of the corners covered by layer 3. That's where Link actually is when you jump; the one you see is just the FFC. That's what the arguments are for: they're the X and Y coordinates of where to stash him.

    (Edit: There. Slightly less buggy.)
    (Edit 2: Slightly less buggy still. I laugh at your pathetic attempt to complete a download!)
    (Edit 3: Added shadow and slower diagonal movement. Didn't change solidity checking to match, though. Is Boolean XOR not working? Wouldn't compile - accused me of trying to cast bools to floats.)
    Last edited by Saffith; 01-17-2024 at 12:08 PM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social