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Jump 'n Run Test

Posted: Thu Jul 16, 2009 4:59 pm
by Neolitik
Hello anybody !

Just post a early Jump'n Run style game ...
Arrows for Control , Space for jump , Up fo fly ^^

Now work for Slope , Scrolling , and tile type ( water, slow tile..)

By !
Platforme.love
(9.65 KiB) Downloaded 499 times

Re: Jump 'n Run Test

Posted: Fri Jul 17, 2009 2:03 am
by Xcmd
Very nice. Has a lot of potential!

Re: Jump 'n Run Test

Posted: Fri Jul 17, 2009 10:07 am
by Tenoch
Starts very well indeed. My only concern is about the unrealistic gravity (falling/jumping at constant speed). It's not very hard to code a constant acceleration based one (as it is in our old real world), and it gives IMHO a much better feeling.

Re: Jump 'n Run Test

Posted: Fri Jul 17, 2009 1:39 pm
by Neolitik
Yes , i'm not work on gravity and jump ... just work for collision search near the character.
Now i'm work for scrolling , easy to implant.
I'm searching on paper for slope.
And i'm work for the game design... goal ... item ...
Thank for all !

a French Love User ^^

Re: Jump 'n Run Test

Posted: Fri Jul 17, 2009 1:42 pm
by Evil Telephone
Go to the bottom of the level and then hold DOWN for a fun little crash/bug.

Re: Jump 'n Run Test

Posted: Fri Jul 17, 2009 1:43 pm
by Neolitik
Yes , it s not a bug ...just need desactive Down key ...but i need it for test it ^^
thank

Re: Jump 'n Run Test

Posted: Wed Jul 22, 2009 3:31 am
by zapwow
A great start! The falling at a constant speed is probably due to a limitation of the physics engine driving the love2d physics module: all objects have a maximum velocity of about 200 units per second. In order to work around this, you'll need to store separate world and screen coordinates for your objects and use a smaller world size, or use something like CAMERA with your project to scale the scene appropriately.

Re: Jump 'n Run Test

Posted: Wed Jul 22, 2009 9:27 am
by Neolitik
Love physics engine is not use in the program.
The falling speed is constant because it's not coding ... just +2 used ^^
Scrolling is coming ...
thanks for all !