github: Jump-and-run demo game

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rkibria
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github: Jump-and-run demo game

Post by rkibria »

Just a simple single-level jump-and-run game, my first LÖVE project!

https://github.com/rkibria/love_jumpnrun

Screencap: https://gfycat.com/FaithfulSameDuckbillcat
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rkibria
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Re: github: Jump-and-run demo game

Post by rkibria »

Oh and here's the .love file for it.
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jumpnrun.love
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steVeRoll
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Re: github: Jump-and-run demo game

Post by steVeRoll »

Good work, but you should really revise the controls. The player should be less bouncy, and not being able to move in mid-air makes the game harder too. I am still not able to get to the platform above the cloud!
rkibria
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Re: github: Jump-and-run demo game

Post by rkibria »

Thanks! I know, the controls are very squirrely, this was mostly a testcase and I didn't spend much time improving the actual "fun" aspect of the game :)
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Positive07
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Re: github: Jump-and-run demo game

Post by Positive07 »

I think you may not be using dt in your jumps, so different FPS will lead to different jump heights, correct me if I'm wrong
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
rkibria
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Re: github: Jump-and-run demo game

Post by rkibria »

dt factors in indirectly, the jump means that the sprite gets assigned an up-directed velocity at some point and then dt affects how far it travels in each frame.
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