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Jumbofile

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Everything posted by Jumbofile

  1. The bug is a larger issue than I initially thought. Im redoing how I initially handled animations to fix this. Ill post an update as soon as its done. Im also looking into updating this version to the newest version on Intersect, which will a bit or work to do.
  2. Ill take a look at this tonight, if you have a video of this please feel free to message it to me.
  3. Hi sorry, they have been slower because Ive been working a lot more recently but im trying to write some code related to this once a day. Ill post an update soon but Im still working on movement and making it feel as smooth as possible.
  4. I do plan on making a wiki to help people traverse the engine. 99% of the engine is the same as intersect but small stuff like the spritesheet and jump configs are completely intuitive.
  5. Ill try to replicate these bugs, in the mean time, could you send me videos of this happening?
  6. How it works is every time the engine tries to update the position of the player/checks if they are grounded it adds one to the fall count. When i divide offsetY by 2 the player falls way too slow. Im not really sure what these offsets do tbh. Ill try to mess with offsetX because that could be the issue.
  7. Here is where im at currently Embedded Video Link What is happening currently, is im trying to have a condition where the player would move 2 down and 1 over. Im not sure where the engine handles this or if the server is over-correcting for the movement but any insight would help. I can provide code examples if needed. Here is some code Client Player.cs if (IsTileBlocked(X + 1, Y + 2, Z, CurrentMap, ref blockedBy) == -1) { tmpY += 2; tmpX++; IsMoving = true; Dir = 7; OffsetY = -(Options.TileHeight * 2); OffsetX = -Options.TileWidth; OffsetX = 0; FallDir = 7; } Client entity.cs case 6: //SW if(Globals.Me.FallCount > 2) { OffsetY += deplacementTime; OffsetY += deplacementTime; } else { OffsetY += deplacementTime; } OffsetX -= deplacementTime; if (OffsetY > 0) OffsetY = 0; if (OffsetX < 0) OffsetX = 0; break; Please dont comment on code quality (unless there is a glaring issue), I want to get it working first and then ill clean up.
  8. Update version 1.1 released! Here is the download for the new version, Includes compiled EXE and source https://drive.google.com/open?id=1eGKKi3cNrh0qUVXLGS3EJYbCkZ1m2K04 Change - New Ladder Tile - Just add the ladder attribute in the map editor! - Ability to edit jump height without code edits - On the client and server navigate to resources/config.json, open with your text editor of choice and change the "JumpHeight" field - Jump animations - Add a sprite sheet with the "_jump" suffix to add jump animations! - Climb animations - The Up and Down direction on the base sprite sheet are now climb up and climb down Support Me If you would like to support me, now you can find me on patreon! https://www.patreon.com/user?u=34062227 Special thanks Hedgy and Sonicfreak, you make this possible!
  9. Ive pushed a couple more things to the github: The bug with other characters animation changing when your character jumps is fixed. Ive also added more checks for telling if the player is jumping All of this will allow me to fix the walking animation being inserted in the middle of the jump animation. When that is fixed, Ill compile and put up a download.
  10. Ive fixed the chatbox bug and it is available on github. My todo list for the next release (this means compiled download) is -Arrow shooting up and down bug -Jump animation fixes I aim to have this completed by the end of this week
  11. We can talk about it and ill see if Im your guy. Id probably charge a flat rate that will be discussed once the work is layed out. Feel free to pm me.
  12. Update There is now the ability to change the jump height without changing source code. On the client side navigate to resources/config.json, open with your text editor of choice and change the "JumpHeight" field On the server side navigate to resources/config.json, open with your text editor of choice and change the "JumpHeight" field under "Player" The two values have to match! The update is currently available on github.
  13. Ill add that, great idea! For now, ill add it to a config file so you can edit it without programming.
  14. Ive added jumping animations, climbing animations and the ability to add a ladder tile to your maps! This update is currently on github, I will update the download link when I fix the projectile bug. Here is some videos of the animations. The jumping animations are the blue and red sprites and can be added by putting "_jump" on the end of a sprite sheet. Climbing animations are what were previously Move up and Move Down sprites.
  15. Ill add that to the list for next update
  16. @Sonicfreak The first bug is known and im working on a fix. I couldn't replicate the second bug as up arrow and left arrow work for me. I fixed the third bug and uploaded the changes to github. I plan to update the download when I fix the first bug. The fix for the map boundary bug also fixed the npc collision bug! Uploaded a new version of the project.
  17. @jcsnider Added a github repo to the main page, will keep this and the download link as updated as possible.
  18. Intersect Engine with 100% more bunny hops! v1.1 About Intersect Platformer Edition is a fully featured 2D tile-based side-scroller engine using Intersect Engine. Features Platform tile type Allows players to jump from below the tile landing on top and fall through the tile when desired Jumping ability Ability to jump at a fixed jump height with server checks to prevent jump hacks Ladder tile type Ladder tile that a player can climb and animation for climbing Jump animation Animations for jumping and falling (Using the new pipeline!) Just use _jump suffix! Climb animation Animations for climbing using row 1 and row 4 of the default spritesheets! Planned Features Key Bindings Key bindings to provide the flexibility to change the jump button bind Feel free to suggest something! Images Download Includes source code and binaries with example map Download Here! Github Repo The default branch this engine will pull from is Intersects Development branch https://github.com/Jumbofile/Intersect-Platformer-Edition Source Mod Compatibility Anything that doesn't deal with Player.cs or Entity.cs on server on client side should work. If it changes anything with player movement or animations, It most likely wont work. Help and or bug finds Please make a reply here with the necessary info. Known Bugs NPCs need to have a npc avoid on the edge of platforms Arrows shoot up or down when falling or jumping Support Me If you like what i'm doing please consider supporting me! https://www.patreon.com/user?u=34062227 Special Thanks Shenmue - Without the Diagonal movement mod this wouldn't have been possible
  19. The problem is with the current modifications I have done, there is a possibility for players to get stuck in place. Id rather remove the collision instead of going around the issue.
  20. Im looking to make it so the player can move through players and NPCs. I couldn't find where the engine handles the Entity on Entity collisions.
  21. This happens when i attempt to run the client. Latest Dev Build
  22. There was one line that still has Globals.Rand, fixed it in my previous post
  23. Here is a correct patch, worked on the newest dev branch
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