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| #Post#: 15911-------------------------------------------------- | |
| Project K | |
| By: AuroraDash Date: October 10, 2021, 7:50 am | |
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| This is that secret project thing I mentioned. I have a real | |
| name in mind but I won't reveal it until I'm sure I'll have | |
| something to show for it. No promises yet, it might still all | |
| come to nothing. | |
| The plan is for a metroidvania type platformer with fancy | |
| advanced movement. I was going to write a long document about | |
| all the things that inspired me and how I arrived at my [s]super | |
| brilliant[/s] design decisions, but instead, for now, I'll | |
| dedicate this thread to what I've actually accomplished so far. | |
| Originally, Sypher was going to be involved with this, but given | |
| that he's not in the picture anymore it'll be just me again. | |
| Although, I want to get a few trusted people together to look | |
| over things to make sure what I'm doing isn't awful. | |
| A lot of ideas been carried over from a tech demo I made in 2019 | |
| and then cancelled, which I called Legends' Perdition. I got | |
| pretty far, though. | |
| The basic platforming physics is all there and I'm quite happy | |
| with it. I wanted smooth comfy platforming physics that still | |
| kind of resembles the style I used for Legend of Grey Moon and | |
| the Solar Shadows, but updated with all the modern conveniences | |
| for the smoothest and most comfy platforming experience. So, I | |
| added coyote frames, input buffers and corner correction, and so | |
| far it all works great. | |
| I originally wanted to add moving blocks, however, that turned | |
| out to be monstrously difficult so I decided it wasn't worth the | |
| trouble. | |
| I also reduced the base walking speed and jump height so that | |
| things don't get ridiculous once the movement gets upgraded. One | |
| of the reasons why Legends' Perdition failed was that the | |
| character was too agile, which clashed badly with the contained, | |
| single-screen rooms of my other platformers. So, I'll have | |
| bigger, scrolling rooms this time. Like Misery of Magic, the | |
| game window will be 853x480, but unlike it, it will make use of | |
| all the extra space to show you more of the room. Misery of | |
| Magic has 640x480 rooms and uses the extra space for the | |
| sidebar, and for whatever reason in Legends' Perdition I copied | |
| the sidebar thing because I'm a dumbass I guess. | |
| To accommodate the bigger rooms, I created an upgraded "grid | |
| system", which is what I call the code that connects the rooms | |
| to each other. LoGM, SS2 and Misery of Magic all have very | |
| similar systems where all the rooms are part of a grid and each | |
| room's position within that grid is encoded in its internal | |
| name. This is very convenient because, when one goes out of | |
| bounds, the game can automatically figure out the name of what | |
| room should come next so all I need to do to put a room in the | |
| right place is to give it the right name. With the Legends' | |
| Perdition demo, I upgraded it a bit and and made it so that | |
| rooms didn't necessarily need to be all the same size, although | |
| they were still limited in how they could be connected together. | |
| However, I've totally overhauled the grid system for this new | |
| project. The game now automatically builds a list of where all | |
| the rooms are on the grid and how big they are. When the player | |
| leaves a room, it combines the position of the player character | |
| within the old room with the position of the old room within the | |
| grid to calculate a "global position" of the character, then | |
| checks that global position against the list of rooms to see if | |
| it's inside any of them. If it finds one, it can then use the | |
| global position to figure out exactly where to place the player | |
| within the new room. | |
| It's nearly as convenient as the old system and lets me connect | |
| rooms to each other however the hell I want! :D | |
| #Post#: 15931-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: October 16, 2021, 6:38 am | |
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| [font=Proxima Nova | |
| Regular] | |
| https://i.imgur.com/b6xj5M3.png[/font] | |
| [font=Proxima Nova Regular][/size][/font] | |
| #Post#: 15932-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: October 16, 2021, 7:05 am | |
| --------------------------------------------------------- | |
| Cool feature number three: autotiling! | |
| There are two versions of it at the moment, although I'll likely | |
| need a couple more by the end. | |
| #Post#: 15952-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: October 21, 2021, 1:54 am | |
| --------------------------------------------------------- | |
| I've been implementing the mechanics behind spikes and various | |
| other death-zones. | |
| There exist both generic spike objects that are always fatal and | |
| directional spike objects that are only fatal if touched with a | |
| non-positive velocity in the direction the spikes are facing. | |
| I revamped the corner correction mechanic so that you cannot be | |
| corrected into spikes. I also made upwards corner correction | |
| more lenient -- previously, in contrast to other directions, | |
| upwards corner correction required one to be moving slowly | |
| upwards or not at all -- the vertical component of velocity | |
| needed to be between -1.5 and 0. Now, it just needs to be | |
| greater than -1.5, but with the added condition that one cannot | |
| be corner corrected upwards too soon after leaving the ground. | |
| The reason for this is that otherwise, it becomes possible to | |
| walk off a platform and then immediately walk back onto it which | |
| is kinda janky and uncomfortable. | |
| I was worried that, even without explicitly being corner | |
| corrected, it would still be possible to get snapped onto a | |
| platform you shouldn't be if you just happened to be within the | |
| right 2-pixel margin above a block. However, taking a closer | |
| look at my code, I don't think that's mathematically possible | |
| unless one's vertical speed is slow anyway. | |
| That caused a bizarre bug where you'd sometimes get stuck in the | |
| ground for no reason, but I fixed that as well. | |
| There will need to be a third version of the autotiler | |
| specifically for handling spike tiles, but I haven't made that | |
| yet. | |
| #Post#: 17191-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: January 10, 2022, 9:19 am | |
| --------------------------------------------------------- | |
| A heap of nasty grid system bugs have been ironed out. | |
| I've put together a little intro area to play around in. | |
| Everything feels quite nice. I'm still using placeholder sprites | |
| and whatnot, though, so it doesn't look good at the moment. It | |
| includes bounce pads, a newly implemented feature, which I think | |
| are necessary for the intro level because the player character | |
| does not have much vertical mobility at the beginning. | |
| I am considering bringing back the imaginary floor mechanic from | |
| SS2 and LoGM -- the thing where you can stand on the bottom of | |
| the screen for a moment after entering a room -- but I might not | |
| need it this time. | |
| There were weird issues where, when connecting rooms in certain | |
| ways, blocks couldn't line up properly. To fix this, I made | |
| every room be an integer number of blocks wide. This means that | |
| I had to increase the standard 1x1 room size slightly to | |
| 864x480. The window remains 853x480 in order to stay in the | |
| proper proportion for widescreen. The discrepancy is no problem | |
| because the camera code I have happily scrolls the screen the | |
| extra 11 pixels automatically, just like it scrolls in larger | |
| rooms. | |
| #Post#: 17229-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: January 12, 2022, 8:43 am | |
| --------------------------------------------------------- | |
| Added a real display to show information, including an | |
| indication of what abilities are currently available along with | |
| a timer and a few other simple necessities. | |
| Been more interested in this project than usual lately. I've | |
| done stuff on it several nights in a row now. | |
| #Post#: 17656-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: February 6, 2022, 8:54 am | |
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| Got off my ass and did some more today :3 | |
| Fiddled with the physics a bit more. I decided to increase the | |
| terminal velocity while you're not holding down the jump button. | |
| This lets you fall fast, but only when you want to. | |
| Decided to make a proper sprite for the main character. Kind of, | |
| I suck at drawing. | |
| #Post#: 17678-------------------------------------------------- | |
| Re: Project K | |
| By: AuroraDash Date: February 7, 2022, 9:17 pm | |
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| Added parallax-scrolling backgrounds, which look pretty awesome. | |
| Fixed up some of the menus too :3 | |
| Might give a test build to a few select people once I've | |
| polished the intro area a bit more. | |
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