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Mini platformer updated on TDN

by Wicked Sunny · in Torque Game Builder · 06/25/2007 (11:18 pm) · 9 replies

I have updated miniplatformer for TGB on TDN.

Please give your feedback, ask questions, add more solutions here in this thread.

If more of us try to work together I think we will be able to make platformer games soon, which seems to be very difficult to create in TGB till now.

About the author

Sunny is Multi Award Winning Poet, Writer, Designer and Chef. He is the Director of PublishingGurus.com, a book publishing company.


#1
06/27/2007 (7:59 am)
Very awesome :)

I think what you said is correct... that platformer games are definitely achievable in TGB, though will take some shared work and combined efforts to help solve some of the trickier issues.
#2
06/28/2007 (4:19 am)
Thanks Matthew

Just trying to pick up the problems one by one and sorting them out, but will need help as I move on. :)
#3
06/30/2007 (8:17 pm)
Tanks, very very ahppy to see it updated :) hope it fixes the collision issues i was having
#4
06/30/2007 (9:25 pm)
@Wicked, what exactly did you update in the tutorial ... have you resolved any of the issues that existed in the original tutorial code (sticking to walls, physics, jumping up and not hitting your head but able to land, etc) ...

?


#5
07/01/2007 (4:20 am)
Yes David


The main problem I was having was sticking to the walls.

I tried solving that problem inside TGB itself (without scripting). I tested on two computers and its not sticking anymore.

one way platforms were also made without scripting but they have one problem, sometimes ninja lands on the platform above with a jerk, probably due to the use of basic animation change scripting. I am still working on it.

With the update newbies can at least make one way platforms and avoid sticking without bothering about how much scripting they know.

I have provided a detailed description with a demo installer.

Do have a look at it.
#6
07/01/2007 (11:05 am)
Ok ... gave the demo a quick test run ... seemed fairly flawless, however, as usual ... here's my thoughts;

1) The demo installer, either clean it up and make it a full blown installer (start menu group, project name, etc) or get rid of it completely and just distribute the source to the project (I would suggest and prefer the source over a built installer)

2) I'm not 100% sure why you used scene objects to compensate for the 'wall sticking' problem and I don't feel you explained it in the article at all ... at first look, I'm overly confused as to how the scene objects help with the 'sticking' or other collision issues in any way ... just seems like added overhead ... and, is a lot of overhead for a well laid out platformer level (imagine a level that takes up to 5 minutes from start to finish ... LOTS of added scene objects)

3) The collision polygon 'fix' to prevent the player from sticking to the walls is more of a 'hack' then a solution, and seems to prevent you from having 'proper' collisions -- especially in the sense of enemy attacks.

4) The one way platforms ... not really sure how you pulled it off as the explanation is fairly laking ... again, at first glance ... it doesn't seem like it would work ... and ... if it does work, it seems like a bug that shouldn't occur.


Don't take any of that the wrong way, you did what quite a lot of people have failed to do, however ... I'm not really sure they are permanent solutions .... great work though.


#7
07/01/2007 (11:27 pm)
David

1)I will repack the installer and provide the source. Well I am not used to making installers. :)

2) I used the scene objects as I got the idea from TXB platformer starter kit. Thomas used only scene objects in the kit as it has one more advantage- you can make slopes out of it.

Also What I have realized is that less the collision points of the platform, less the chance of character getting stuck. With scene objects larger blocks of tiles can be covered with just 4 collision points( top and bottom 2 each). While if I use tiles collision - a block of 5 tiles will have 20 collision points,and if the collision box is not properly set, it is more likely ninja will stick.

yes you can say lot of them will be used but, for similar platforms they can be cloned.

3) Yes this is more of hack and I did mentioned there, a good design of the character can solve this problem.
A proper polygon can be used if the initial standing sprite is straighter. You can say if I make a new character, I will still have some problems with it's points but at least for newbies this idea will make them play around with character points instead of closing TGB in despair.

4) The one way platform was more of an experiment, Simply thinking, I do not want the character to touch the lower part of tile but only the above edge, so what will I do ? Just bind the top edge of the tile with the collision box, I just did that and you can say it worked.. ;).

If this is a bug, it should remain so, no harm done if it stays that way..but this did not worked with scene objects, only tiles and image maps. Still using triggers is the best option for one way platforms.


I know these are not permanent solutions but for any newbie(including me) who wants to make a platformer
this will give some hope rather then establishing a tag I found on the forums - " you cannot make platformers with TGB." Something workable is much better then the one with all the above problems.

I think GG is working on the collision problems that is why TGB 1.5 is not released yet. So in future we may have permanent solutions.

Thanks David for your feedback and thoughts. It will really help.
#8
11/21/2013 (9:06 am)
Hi Wicked Sunny ! how do you did to when the player touches the higher part of gray platforms, can automatically climb and stand at the platform?
#9
11/23/2013 (5:39 am)
Well nobody answered but I found this link, if someone else is interesting in one-way platform

http://tdn.garagegames.com/wiki/Category:Platformer