thomasboyt / blorp Goto Github PK
View Code? Open in Web Editor NEWan attempt at making a platformer game
Home Page: http://disco.zone/blorp/
an attempt at making a platformer game
Home Page: http://disco.zone/blorp/
If you're climbing a ladder at top of screen, when you climb over the top, the camera jumps because of your character suddenly jumping up 5 pixels
One solution might be to find a way to dampen the camera movement. A possibly more correct one would be to have the player smoothly rise off the top of the ladder somehow
bullets should disappear after going more than x distance
Need to make platform collision detection not tile-based - cf. Metanet's "interesting" tiles http://www.metanetsoftware.com/technique/tutorialB.html
For some reason, when I translate to offset the renderer's viewCenter, it ends up being a pixel or two off. This is really visible when you switch between moving left and right.
Lines 19 to 21 in 827d0f7
easy fix here would be to allow a type def like
class Foo {
bar: require('./bar')
}
which would get stripped out
objects should be max_layer+1
, or maybe just some arbitrarily giant number
make the game some kind of shooty platformer with arena (single-screen) stages
Possibly with some bonus x velocity?
Guessing this is happening because of it ends up off the end of the segment due to timing issue and can't get back on
if you fall into an adjacent block, collision resolution gets wonky as all hell: http://quick.as/vqrcmbz
Currently, when a player is descending on an elevator, there's a "stutter step" as gravity and the elevator's downward velocity are at different rates
added on this branch https://github.com/thomasboyt/blorp/tree/shoot-up but I'm not super in love with it, going to think about it some more
since every blat just stores the last known good coordinates for player internally, a newly-spawned that has no previously-stored good coordinates won't be able to figure out where to go :'(
options:
Eventually I want to have way more levels and make proper progression, but for now, let's at least loop the levels that exist
This is tricky because I don't really want to extend the game canvas further, so might need to resize the level canvas to be 20x18 or similar...
the level "on a ledge" has really good examples of this
This should show both after level transition and after respawning
Tiled has "external tilesets," which are just tilesets kept in a separate file from the actual level file. The advantage of using this is that all levels have a single, shared tileset, rather than trying to keep all the internal tilesets in sync. It also cuts down on filesize.
The easiest way to do this would be to just use a hardcoded external tileset for all the levels. The external tileset will get loaded and parsed as a string, and all the levels' tiles will be mapped to it. This will require either an enforcement of asset loading order, or deferring parsing the levels until after the initial load (which isn't ideal, as having parsing time represented in the progress bar was nice).
Easy way to reproduce: fall onto platforms in level 1 from top level
Blat should always prioritize aligning to player's y-axis before their x-axis so the player can more easily shoot them
Should still only have a 1px hitbox but maybe some sort of shading/etc underneath to make them stand out more.
Maybe a CSS overlay over the game
use the same font so it looks somewhat seamless
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