Before anyone says anything about me wanting somebody to code my game for me. That is not what I am looking for. I feel it's easier to talk things out with people when I am having troubles with something. I am really looking for different ways to think more than actual code. I am willing to do what it takes to make my platform engine as smooth and efficient as possible.
Okay so obviously I have like a million questions to ask. These are a little different. It more about organization with my code. So I am making a platform game. I liked the PMO because it was easy to understand, but I've realized to do what I want to do I going to have to make the movement totally custom. I want to make a more efficient engine that runs smoother than my current one. I am going to list the movements I want my player to have just to give you a better idea of what I am making.
Stand
Crouch
Run
Crawl
Sprint
Roll
Jump
Edge Grab
Wall Slide
Wall Jump
Push
Slide (Angles Larger than 45 Degrees)
(I've made all of these using the PMO except the slide but it seemed a little sloppy.)
1. Should I really scrap my PMO engine and go all custom?
2. Should I make each movement Independent from each other?
i.e.
Group - Run
>>If This group is Activated
-Players Animation is running
>>Player presses Left
-Move player left
>>Player presses Right
-Move player right
Group - Crawl
>>If This group is Activated
-Players Animation is crawling
>>Player presses Left
-Move player left
>>Player presses Right
-Move player right
Or should there be one All encompassing left and right movement with different events dictating whether or not the player is in a certain movement
i.e.
Group - Move
>>Player presses Left
-Move player left
>>Player presses Right
-Move player right
Group - Run
*CHANGE PROPERTIES OF PLAYERS MOVEMENT*
Group - Crawl
*CHANGE PROPERTIES OF PLAYERS MOVEMENT*
The first example I would say is easier to deal with but in the long run you will be creating more repeated events which could slow down the game.
3. Physics. I want to add simple physics to the game (I totally sound like a noob now.) But for the sake of organization should I code each individual object with physics or make one system that uses multiple objects? Right now I have "Muz's Guide to Making a Realistic Physics Engine" open. I was wondering if there another place I should be looking to deal with making the physics.
4. Fast loops. I am familiar with them, but I am not comfortable with them. Are they the "Ultimate Answer" to making a custom platform engine? I want my engine to run smooth as some of the examples I have seen. i.e. Orphanage/Noitu Love/Tormishire. (Before bashing me, remember that I am here more for direction)
5. What is the best why to contain variables? I have used Alterable Values mostly but I want to get familiar with arrays and Global Values. For a platform game with multiple frames per level, Global Values seem to be a no brainer, but how should I go about organizing things?
6. I recently downloaded and played "Kyntt Stories" It has a feature that is going to be in my game so I wanted to ask some questions about it. In KS is the game made up of one big frame with camera focus moving between each scene? Or is the game made up of multiple frames? If the latter is true, then how would I go about transitioning the players coordinates between the frames?
7. Scaling. I see that most Click games utilize smaller screens/resolutions. Why is that? I have not seen many games that use 640x480 or larger. I am going to upload a copy of my current engine. I want to know whether or not you feel like the character is too large compared to the world.
8. Programming. I have seen extensions and objects such as: E++/If,Else/etc. that remind me of actually typing out code. Are the better click games using things like that to make their games? Should I be looking into all those objects and extensions to make my platformer?
9. Extensions. For my platform engine, what extensions do you feel are necessary/nice to have/stay away from?
10. HWA. Is it worth it at this point. Or should I not even deal with that until release?
I think that is all of the questions I have for now. I would like to thank anyone for even reading it. And like always, any advice would be helpful and appreciated.
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