Top-Down Platforming Example

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Post » Mon Jun 16, 2008 8:10 am

Well, after lots of pain and misery, I have finally created my very onw top-down platforming example. It allows for jumping and multiple levels of platforms. It also has some basic Z-Ordering for when the player goes behind raised areas, but without being able to set the Z-order to a number, it's kind of a pain(hint, hint, hint. :P).I'm linking to the CAP so others can take a look at how it's made. :)

Download Here!

The code is fully commented(although probably poorly since I'm not very good at conveying points. :P). I hope everybody likes it and perhaps finds it useful. :)
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Post » Mon Jun 16, 2008 12:59 pm

Nice example! Just an idea about the shadow snapping up levels... maybe if you used 2 objects and changed their width and height, you could have a shadow half way up a slope.
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Post » Mon Jun 16, 2008 9:30 pm

that's pretty cool...


Going to be using it for something?
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Post » Mon Jun 16, 2008 9:52 pm

would you be so nice to explain this

"This will create an instance of each graphical object for each detector object."


to me ?

Or maybe containers in general.
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Post » Mon Jun 16, 2008 11:18 pm

Thanks for the comments, everybody. :)

Ashley: Thanks. On the shadow thing, I've been working on it using the method you suggested to some success. I'll work on it some more later and see if I can get it working right.

ssbfalcon: Thanks. I'm mostly just making the engine now to see if I can do it, but I do want to make something later down the road.

TheInstance: I was basically explaining the use of containers for the terrain detectors. The detectors each have a terrain graphic in their container, so instead of placing detectors and terrain pieces, you only have to place the detectors and the terrain pieces will be created automatically. Hope that explains it better. :)
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Post » Fri Jun 20, 2008 6:36 am

So all there is to say about Containers is this ?


When you create/spawn a "contained" object, the system will automatically create the other *contained* objects to complete the original container.

How ever the creating is done, in the layout or by events.

When you destroy one *contained* object, all *contained* objects will be destroyed.

Shortly said: the system will always complete a container by creating the missing objects, but when the "incompleteness" is created by a destroy event, the whole container is destroyed.

And not like i read in other posts, every event you apply to a contained object will be applyd to all objects in the container. (wich would be heaven)
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Post » Fri Jun 20, 2008 3:27 pm

Containers create and destroy together, but they also all pick together in the events. If an event picks one of the instances in the container, all instances in the container are picked.
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