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Post by Minilop on Nov 14, 2020 15:30:55 GMT
To celebrate the launch later today of my new game, I thought I'd do a blog/tutorial on how I rewrote my code from my first game to the new one, for horizontal moving platforms. An explanation with videos, and source code can be found here: How to implement horizontal moving platforms in MPAGD
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Post by Packobilly on Nov 15, 2020 12:00:49 GMT
Hi! I saw this link tonight in El Spectrumero’s program. Its very interesting and quite elaborate! Can it be used freely in our developments? Thank you!
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Post by Minilop on Nov 15, 2020 13:58:19 GMT
Hi! I saw this link tonight in El Spectrumero’s program. Its very interesting and quite elaborate! Can it be used freely in our developments? Thank you! Of course, do what you like with it. I will be doing some more tutorials, mainly for helping beginners with MPAGD (not you obviously!) I've nearly finished another one and will post it shortly.
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Post by Packobilly on Nov 15, 2020 22:37:33 GMT
Hi! I saw this link tonight in El Spectrumero’s program. Its very interesting and quite elaborate! Can it be used freely in our developments? Thank you! Of course, do what you like with it. I will be doing some more tutorials, mainly for helping beginners with MPAGD (not you obviously!) I've nearly finished another one and will post it shortly. Im really newbie to mpagd!! Thank you so much. Expecting this e tutorials! Regards!!
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Post by alessandro on Nov 22, 2020 10:02:55 GMT
This is interesting, I considered the idea of creating horizontally moving platforms and actually managed to do it without requiring the player to press the direction button to move with the platform, but I wasn't satisfied with the result because the movement of the player's sprite was rather jerky.
Thanks for sharing.
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Post by Minilop on Nov 22, 2020 12:17:04 GMT
This is interesting, I considered the idea of creating horizontally moving platforms and actually managed to do it without requiring the player to press the direction button to move with the platform, but I wasn't satisfied with the result because the movement of the player's sprite was rather jerky. Thanks for sharing. Thanks Alessandro, it sounds like we must have ended up with some similar code the first time around, I'm much happier with the new method.
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