Hey, I'm working on a game called unfair platformer, and the base idea is a platformer that throws random things at you, meant to throw the player off and - basically tick him off !
Also, it's not tile-based.
Problem: there are black bars that appear when I move or jump. If anyone has any ideas on what that might be, I'd love to fix it. The only way it doesn't happen is if I set spritebatch to spriteblendmode.additive. Wierd.
I'm very, very open to ideas (I need 'em!)
Current ideas for walls/platforms:
-wall
-*disappearing
-*appearing
-*spike
-platform
-*moving
-your ideas here
*Can be applied to any block.
The current version is 0.1 Alpha Unfair Platformer - Home
This version just shows the engine. You can add your own levels by text if you want. The format for the level .txt file can be found in the LoadLevel class.
Blending modes other than SpriteBlendMode.Additive don't do alpha blending IIRC. If you make sure the code isn't setting the mode to anything else anywhere, it should default to Additive.
go to world.draw and set it to additive. it blends everything and fades the colors. and some colors can't be seen. anyways, i'm updating this right now to fix some things, maybe add some falling walls.
go to world.draw and set it to additive. it blends everything and fades the colors. and some colors can't be seen. anyways, i'm updating this right now to fix some things, maybe add some falling walls.
?
It sounds like you need to fix your sprites to have proper alpha. Much has been said about this; I just posted in a thread about just that topic.
I guess the "bars" which appear while moving result from TFT-display latency. You make too big movement steps. You can see what I mean when you move to the edge of a "level" when the "character" does not change the relative position on the screen anymore but still it moves within the world. No bars then... Its some kind of optical illusion.
can i get a link to the thread? i used gimp for transparency? and dirk, i'm using 30 fps, i've tried 60 and same thing. should i go up? i really don't want to go too high, because I think it will drain the zune's battery fast.
update: added falling walls, spikes, respawn, and killing. working on hud maybe...
cable: It doesn't matter what fps you try to program. The Zunes display will refresh 30 times a second at max (Gen 2).
The glitch is visible on my laptops TFT too, but I bet its not visible on a CRC monitor. Do you have one to test it?
I guess you just can't do anything to it, unless you use your squares for every entity on screen. Its the long straight sides of the rectangles that cause this visual illusion. Try a real sprite (a man or something) and it should be gone (I guess).
yeah, the squares are there because I need some art =P
@redsky: it's alpha, so yup! it won't do that in 0.2, which will be out tonite hopefully. Also, I hope to add in-game level creating in raw text form via ZBlade Keyboard. Thanks TipTup!
Looks like a new version will have to wait. An odd bug is happening. I am assigning to a structure, and instead of keeping the value that was assigned, it changes. If I say:
BoundingBox bb = other Bounding Box
when the other bounding box changes, so does bb. This has never happened before! And I don't know why it's happening.
yeah, the squares are there because I need some art =P
@redsky: it's alpha, so yup! it won't do that in 0.2, which will be out tonite hopefully. Also, I hope to add in-game level creating in raw text form via ZBlade Keyboard. Thanks TipTup!
I need I guess just tiles, grass, a platform, oh and those sprites I think would need to be in 4x4 spritesheet. I don't exactly know how that works, so I'll look at it, and when I figure out how to do animations, I'll let you know how to do the art. If anyone here could give me tips for animations and how the picture format should be, post here!
I need I guess just tiles, grass, a platform, oh and those sprites I think would need to be in 4x4 spritesheet. I don't exactly know how that works, so I'll look at it, and when I figure out how to do animations, I'll let you know how to do the art. If anyone here could give me tips for animations and how the picture format should be, post here!
K. I PM'ed you some sprites that you might want to look at.