IWBTG Movement Engine

Post your Construct-made creations!

Post » Thu Jul 16, 2009 7:36 am

Since Brave Earth is going to take forever, I decided to mess with some side projects. One of them will be an IWBTG mini sequel with some newer gameplay elements. But the first order of business is to make the old platforming engine work.

http://kayin.pyoko.org/iwbtgconstruct2.exe

I think the animation time is off (I almost know for sure it is), and theres no moving platform support yet, nor wall jumping, but it, according to my crazy IWBTG experts who know the game way better than I do, is pretty much 'damned accurate'.

What amazes me is how much neater the code came out in construct, since I didn't need so much redundant code. Right now it's also accurate in the sense that it is 50fps and fixed frame. Obviously not at all desirable in the long run. I'll be trying to implement my older delta time setup for high accuracy time delta movement. I'll keep this thread updated!

Mostly wanted to say hi again. It's been awhile! I might not have been posting but I've been checking in occasionally. Problem is I've been doing more animation then coding, recently.
B
12
S
4
G
4
Posts: 238
Reputation: 2,426

Post » Thu Jul 16, 2009 9:46 am

yeah seems to work fine, nice.
B
134
S
65
G
16
Posts: 1,766
Reputation: 19,190

Post » Thu Jul 16, 2009 1:48 pm

heh, cool. My brother and I can't get past Dracula in the first game. And I think there is moving platform support now. Also, what's the red line detector at the bottom of the guy for?
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Thu Jul 16, 2009 4:09 pm

Yo kayin welcome back :)

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
Moderator
B
45
S
17
G
37
Posts: 2,853
Reputation: 25,966

Post » Thu Jul 16, 2009 6:02 pm

[quote="Davioware":39qgf4bw]heh, cool. My brother and I can't get past Dracula in the first game. And I think there is moving platform support now. Also, what's the red line detector at the bottom of the guy for?[/quote:39qgf4bw]

Well I'm in to that whole custom movement thing, especially back in my MMF2 days (where you basically HAD to, to get something nice done). So thats a floor detector... Though I believe now I could check instead by using 'collision at offset', but this started as a pure code port. In fact, with custom collision masks I can probably turn the kids 3 objects into one -- but I think 2 is fine, just in case I need to do anything that would require them being split.

[quote="SoldjahBoy":39qgf4bw]Yo kayin welcome back :)

~Sol[/quote:39qgf4bw]

Thanks, boss!

Anyways, I got I v-sync build up. platform logic runs at 150 ticks, 3 times the original speed. This is the same solution was using for Brave Earth. So a v-synced, time deltaed game that is 100% pixel perfect.

For things like some enemies and events, I'm probably just going to use normal time delta.

http://kayin.pyoko.org/iwbtgconstruct3.exe

Next thing to do is to simplify some code and then add moving platform support and wall jumping... and then for some NEW stuff.

Also whats this custom movement behavior? I haven't found any real description of it on the site and it sounds like the type of thing thats targeted to me. :P I don't think I'd use something like that for IWBTG (which I want to of course feel like IWBTG still, so the closer to the original code, the better), but it might be useful for Brave Earth when the feature enters a stable build.
B
12
S
4
G
4
Posts: 238
Reputation: 2,426

Post » Thu Jul 16, 2009 6:26 pm

I felt a great disturbance in the Force, as if millions of voices suddenly cried out in frustration and were suddenly silenced.

...I fear something terrible is about to happen.


Heh, this is great news! I'll be practicing my swearing in anticipation of the eventual release. :mrgreen:
B
4
S
2
G
4
Posts: 401
Reputation: 2,302

Post » Thu Jul 16, 2009 6:53 pm

[quote="kayin":2d9q3jfu]Anyways, I got I v-sync build up. platform logic runs at 150 ticks, 3 times the original speed. This is the same solution was using for Brave Earth. So a v-synced, time deltaed game that is 100% pixel perfect.[/quote:2d9q3jfu]
I don't quite get how this works. How can the platform logic run at 150 ticks, and the game at a slower rate? are you using a completely custom system with loops or something? and did you use the platform behavior?
i don't get how a time-delta'ed game can be pixel perfect.
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Fri Jul 17, 2009 12:42 am

I found a problem (happens in both versions):



Run to the end of the platform, off the edge, then quickly turn around. You will land "inside" the platform.


Anyway, the second version you posted does seem to run smoother, but it also seems less forgiving at the edges of platforms when jumping. There's a little ambiguity issue when jumping off the platform, and I often end up jumping too late, whereas I don't have that problem in the first version you posted. I don't know if that's what you call "pixel perfect" or what, but I call it this (interesting read, you should check it out).

Awesome job so far, though :).
[quote:1riojqpk]Also whats this custom movement behavior? I haven't found any real description of it on the site[/quote:1riojqpk]

David has a few examples in Uploads (1, 2, 3). Basically it's a generic "move in any direction" behavior with tons of options. And yes, apparently it can do pixel-perfect stuff.
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Post » Fri Jul 17, 2009 4:17 am

Thats actually normal. That happened in IWBTG as well I used big platforms like that because MMF2 tended to fail hard at detecting. Construct allows me to do a much thinner platform, so thats not particularly an issue. a 1 or 2 pixel beam will be quite fine.

As for the platforming issues with the edge, that seems a tad bit weird to me.Once I tested it I adapted right away. There might be a hair bit of an input lag on jumping for some reason? I'll have to look into that further.

Edit: Simple answer just came to me. The original cap ran at fix framed 50 fps. This runs at whatever FPS (probably 60). Technically speaking you have a 20% larger window for 'jumping at the last minute'. Like how if the game ran at 30 FPS, you'd have twice as much time to hit the button as someone playing at 60.

Granted in practice I just press jump a hair earlier now it seems. Also, Tte thing that always throws most people off is the kids hitbox is relatively narrow. compared to his boxy build..
B
12
S
4
G
4
Posts: 238
Reputation: 2,426

Post » Sat Jul 18, 2009 5:54 am

It's inaccurate, I didn't die >_<

I'm curious, how did you fix the logic rate? I posted a method once but it was a bit cumbersome.
B
3
S
2
G
4
Posts: 1,445
Reputation: 4,665

Next

Return to Your Creations

Who is online

Users browsing this forum: No registered users and 2 guests