Has anyone done a Prince of Persia game?

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  • I used to be really into the original Prince of Persia, and got back into speedrunning it quite recently. Someone asked me why I hadn't ever made a game like it, and, well... that's mostly because Prince of Persia, simple as it seems today, is a really hard game to make - it has a lot of subtleties in how the mechanics work that combine to make it very satisfying, something that people who try to clone it usually don't appreciate. (I know - I videoed myself playing some of them and it ended abominably: Please login to see this link. )

    I was thinking of taking on the challenge of putting one together in Fusion - has anyone else tried anything in its running-jumping-climbing style?

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  • I used to play the classic Prince of Persia on my dads black-and-white mac os6 or so when i was a kid, good times.

    However i think the effort to make a prince of persia game is immense, much more work compared to almost all other classic games. As you said the movement is very specific, so you need to be well adapt at making custom movements. And most of all there is a vast amount of character animation, full human-body jumping, grabbing ledges, climbing, jumping, drinking, fighting etc, all with slow and smooth movements. Put together pixel perfect with the backdrops and other objects.

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  • I have yet to see and use a ledge grab example for MMF2 or CTF2.5. It is hard to program but forum members have talked about it in the past. I would like to see someone make this Prince of Persia.

    Marv

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  • This is one game that came to mind "Silhouette" - Please login to see this link. - surprisingly the download links still work! Very prince of persia like with the movement... not sure what ever happened to this project.. it looked quite far along.

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  • Ledge grabbing hard to do? I made a game with ledge grabbing way back in 2002 with the copy of The Games Factory I bought in 1999.

    Just have a detector that follows out in front of your character. When your character jumps and the detector hits the background, stop the jump, play the ledge grab and pull up animations, and at the end, reposition your character to be properly standing on the ledge.

    - Fun is fun.

  • This almost sounds like a slam, but since I know you I'm sure it isn't. Why don't you conjure up a single ledge grab for me and have the entity climb up to the top of the platform. Shouldn't be too hard. Right?

    I still think that the proper ledge grabbing would be the hardest part. That and the animation required for the player. Also, I think the ledge grabbing demonstrated in Zeb (with detectors at the proper place) would be the easiest.

    Marv

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  • The hard part of Prince of Persia is the animation combined with the mechanics. The ideas in and of themselves aren't overly complicated (ledge grabbing, etc). But the fluid animations combined with everything makes it more difficult. The animation is what makes it great. If you have a good animator I think it's doable. Without proper animation it would be just another platformer with some Prince of Persia themes thrown in.

  • Prince of Persia used a grid system that lined up with the animation. When you jumped it delayed or skipped ahead in the animation sequence a few frames so the jump would line up evenly with the tile blocks for seamless movement. This is one situation where I would strongly recommend separate animation and engine actives for the player (instead of built in detector masks like Nifflas uses) so you can cheat the animation with a snappier engine.

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  • I remember playing that old Zoro game back in the day. I don't think I had the patience to get far though!

    Would Please login to see this link. count as Prince of Persia clone? At least a lot in there seems very inspired by PoP.

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  • +1 to what Jacob said. PoP used a grid-based approach, just like any similar game (Flashback, Another World, Blackthorne, etc). Once you figure out the base engine it shouldn't be too hard to go from there.

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  • I know that it's an old post, though I wanted to share something I tried to mimic Prince of Persia grid-based movement, should anyone would be interested to take this any further. The animations are really rough and there's no walking animation here, as this is just for testing of how the position of the character works. I also removed the depth of the tiles for this experiment as I wanted a cleaned look and to be focused at the important thing which is the movement mechanism.

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    What I did was basically making tile-checker for each one of the eight direction that the Prince can go, and I built the movement according to their collusion with either backdrop or active objects. Then I moved the Prince on the X and Y accordingly. In this example the Prince can't fall if the player keeps pressing left/right when he's facing an edge. Though if the Prince is facing the other side from the edge and the player hits down, he climbs down.

    This is very basic really and there's much more to do here to make it look and feel right. Not to mention the combat engine that needs to be re-built from scratch. But if one want to master this I trust that it's possible to be done in Clickteam Fusion.

    Here's a video of my movement test Please login to see this link.

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