SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: Dabz on June 11, 2019, 15:55:35

Title: Adventures of AGK!
Post by: Dabz on June 11, 2019, 15:55:35
Well, real good second bout at AGK Classic, and, yeah, I'm pretty pleased with the handle on things... There are a few irks, but, they are workable really, I dont really like the way you pass values back from functions, seems a bit half baked if you ask me, another is how they seem to have got rid of DATA statements, which is such a shame, because they are really handy to store static information in, yes, you can use other things, but I find them neat and tidy.

Another is there seems to be no line continuation symbol, so, when you have, say, tilemap data in an array, you've got to plonk it all on one line, I mean, its not a biggy, but, again, something would of been nice to keep it all tidy.

I havent played with sound yet, but, its sound, though I've delved into quite a bit on how certain aspects of the engine works, and, yeah, I've had fun with the amount of time I've played with it, so, the fruits of my little shenanigans is this:-

http://www.dabzy.co.uk/test/agk/

(Left/Right arrow keys, Space to jump)

A little platformer setup, okay, its nowhere near anywhere yet, but, I've used the Dizzy character for the mechanics, I like how Dizzy platforming goes, so, its based on that, I think the general "feel" of Dizzy is in, which is nice, but to expand it more, I'll need to build a lot more stuff, so, as I'm going along, I can plonk info here, it'll probably be an intermittent project with AFK stuff going on, but, when I can, I'll be poking at this with a stick! :D

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 11, 2019, 19:53:05
Cool, works well here :)
Title: Re: Adventures of AGK!
Post by: Dabz on June 11, 2019, 20:31:25
Cheers Qubey! :)

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 12, 2019, 04:38:09
Oy! Dabz, get ya arse back in here ya twat ;D ( we're both ginger so we can insult each other )

So... This is way way better than I first thought. When I played it I kinda got giddy with the whole retro Dizzy thing but something was niggling at me. So I took a close look and you have pixel perfect platform walking going on here :o

As I'm about to redo my map editor what was your approach to this?

1.. Actually checking each foot against pixels
2.. Adding each pixel to the tile map so it knows to increase / decrease on the y pos
3.. Via math, like a cos / sin radius or angle based on tile symmetry

Something else?

What was your approach and what's the performance like?

Personally I was aiming for the point 2 method as that would be the fastest but if you've come up with a simpler / faster way then super smashing great..... And go!
Title: Re: Adventures of AGK!
Post by: Dabz on June 12, 2019, 06:05:32
lol, basically, many moons ago, aka BlitzBasic, I used to use ReadPixelFast on the backbuffer, then modern graphics kicked in and all that was tucked out of the way, but, it was my preferred way, so I sorta had to invent a way to find if a point was on a "solid", then obviously store that result somewhere to check later on, and obviously use it like I did in days gone by... I didnt want to see if I could get the pixel info using shaders, because, well, I dont know if you can, I know you can set them, and quite frankly, I wanted something simple to use, so I came up with this:-


Global screenWidth As Float = 1024
Global screenHeight As Float = 576

SetWindowTitle( "First run" )
SetWindowSize( screenWidth, screenHeight, 0 )
SetWindowPosition( ( GetMaxDeviceWidth() - GetWindowWidth() ) / 2, ( ( GetMaxDeviceHeight() - GetWindowHeight() ) / 2 ) )
SetWindowAllowResize( 0 )
SetVirtualResolution( screenWidth, screenHeight )
SetDisplayAspect( screenWidth / screenHeight )
SetOrientationAllowed( 0, 0, 1, 1 )
EnableClearColor( 1 )
SetVsync( 1 )
SetClearColor( 0, 0, 0 )
UseNewDefaultFonts( 1 )

#constant TILE_WIDTH 32
#constant TILE_HEIGHT 32
#constant TILE_AMOUNT 48

type TTileCollisionsInfo
id as integer
units as integer [TILE_HEIGHT]
endtype

global tileCollisionsBank as TTileCollisionsInfo [TILE_AMOUNT]
global tiles as integer [TILE_AMOUNT]

for loopTile = 0 to TILE_AMOUNT-1
tiles[loopTile] = LoadImage(str(loopTile)+".png")
CreateSprite(loopTile+1, tiles[loopTile])
SetSpriteVisible(loopTile+1,0)
next

CalculateCollisionUnits()

#constant MAP_WIDTH 23
#constant MAP_HEIGHT 12
#constant WORLD_WIDTH 17
#constant WORLD_HEIGHT 6

#constant MAP_TILE_AMOUNT 276

global currentWorldScreenX as integer = 0
global currentWorldScreenY as integer = 0

global map as integer [MAP_WIDTH,MAP_HEIGHT] //,WORLD_WIDTH,WORLD_HEIGHT] //17,6

LoadMap()

Local mx, my, xGrid, yGrid, pointInTileX, pointInTileY as integer
Local mapOffsetX, mapOffsetY as integer
Local currentTile, yTileUnit, clonedSprite as integer

text = createText("Collide")
SetTextPosition(text,0,30)
SetTextSize(text,20)
SetTextVisible(text,0)
do
    ClearScreen()
   
    Print( ScreenFPS() )
    mx = GetPointerX()
    my = GetPointerY()
   
    xGrid = (mx - mapOffsetX) >> 5
yGrid = (my - mapOffsetY) >> 5
pointInTileX = (mx - mapOffsetX) - (xGrid << 5)
pointInTileY = (my - mapOffsetY) - (yGrid << 5)

If xGrid => 0 And xGrid < MAP_WIDTH
If yGrid => 0 And yGrid < MAP_HEIGHT
currentTile = map[xGrid,yGrid]
If currentTile <> 0
If tileCollisionsBank[currentTile].units[pointInTileX] =< pointInTileY
SetTextVisible(text,1)
else
SetTextVisible(text,0)
EndIf
else
SetTextVisible(text,0)
EndIf
EndIf
EndIf
   
    for loopy = 0 to MAP_HEIGHT-1
for loopx = 0 to MAP_WIDTH-1
//if map[loopx,loopy] <> 0
SetSpriteVisible(map[loopx,loopy]+1,1)
SetSpriteX(map[loopx,loopy]+1,loopx << 5)
SetSpriteY(map[loopx,loopy]+1,loopy << 5)
DrawSprite(map[loopx,loopy]+1)
//endif
next
next
    Sync()
loop

function CalculateCollisionUnits()
local loopx as integer
local loopy as integer
local tilePixels as integer [TILE_WIDTH,TILE_HEIGHT]

for loopTile = 0 to TILE_AMOUNT-1
tileCollisionsBank[loopTile].id = loopTile
tilePixels = ImageToArray(tiles[loopTile])

for loopx = 0 to TILE_WIDTH-1
for loopy = 0 to TILE_HEIGHT-1
if tilePixels[loopx,loopy] <> 0xff00ff
tileCollisionsBank[loopTile].units[loopx] = loopy
exit
endif
next
next
next
endfunction

function LoadMap()
local staticMap as integer [MAP_TILE_AMOUNT] = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,22,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,22,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,22,23,0,0,0,0,0,0,0,0,0,0,0,1,2,2,3,0,0,0,0,0,0,22,23,0,0,0,0,0,0,0,0,0,0,0,14,15,15,13,0,0,0,0,0,0,22,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,3,0,0,22,23,0,0,0,4,5,2,2,8,9,0,0,0,0,0,0,0,0,0,0,0,0,22,23,0,4,5,6,10,10,10,10,7,8,9,18,19,30,9,0,0,0,0,1,2,22,17,2,6,10,10,10,10,10,10,10,10,7,6,10,10,7,2,2,2,2,2,2,16]

local tileID as integer
local mapTileCounter as integer
for loopy = 0 to MAP_HEIGHT-1
for loopx = 0 to MAP_WIDTH-1
tileID = staticMap[mapTileCounter]
if  tileID <> 0
map[loopx,loopy] = tileID
endif
mapTileCounter = mapTileCounter + 1
next
next
endfunction

function ImageToArray(imageID as integer)
memblock = CreateMemblockFromImage(imageID)

width = GetMemblockInt(memblock, 0)
height = GetMemblockInt(memblock, 4)
size = GetMemblockSize(memblock)

local imageArray as integer [TILE_WIDTH,TILE_HEIGHT]

loopx as integer = 0
loopy as integer = 0

for loopMemBlock = 12 to size-1 step 4
rgb = 0

r = GetMemblockByte(memblock, loopMemBlock)
g = GetMemblockByte(memblock, loopMemBlock+1)
b = GetMemblockByte(memblock, loopMemBlock+2)

rgb = r
rgb = (rgb << 8) + g
rgb = (rgb << 8) + b

imageArray[loopx,loopy] = rgb

loopx = loopx + 1
if loopX = TILE_WIDTH
loopx = 0
loopy = loopy + 1
endif
next
SetImageTransparentColor(imageID,255,0,255 )
endfunction imageArray


Basically, I scan each tile for a solid colour, I move along the x-axis, scanning down on the y until I hit something, then I store that point in the tile, hop along to the next column, rinse repeat.

So with all the info stored, "ingame" I check what tile a point is on in the tilemap (the above code the point is the mouse location) when I know that tile, I then work out where within the tile that point is, check it against the info I stored earlier:-


If tileCollisionsBank[currentTile].units[pointInTileX] =< pointInTileY


And obviously if I'm on or past the "solid" marker, then, I act accordingly, that part of the code is now wrapped up in a function, so, now, to check Dizzys, say, right foot (Actually, its his left, but right to us, lol), I just use:-


If CheckCollision(player.x+36,player.y+46) <> 0
player.y = player.y - 2
EndIf


You can see the collision points I use on Dizzy in the attachment.

The only thing with this way, is that the collision detection works from top to bottom, if you just had a line through the centre of the a tile and nothing more, then, it would work as expecting coming down, but if you were coming up, you'd collide as soon as it knew you were on the tile, so basically, the reaction would be miles away from the line itself. This is no biggy, as I can expand that if I need to later on, but I dont actually need it, so...

Performance wise, I have no idea, but it should be okay as your not accessing actual image pixel data when checking, which can be a killer, its just a simple array your checking.

But, its been an ideal little thing to learn a bit about how AGK works as you have to use a bit of stuff to get it motoring, which was the whole idea really, and well, it went a charm! :D

Dabz



Title: Re: Adventures of AGK!
Post by: GaborD on June 12, 2019, 07:23:32
The jumping animation is pure greatness!

I hope you make a full game out of this. Love a fun jump'n'run.
Title: Re: Adventures of AGK!
Post by: Derron on June 12, 2019, 08:00:16
What are the white dots on the "dizzyCol.png" for?

bye
Ron
Title: Re: Adventures of AGK!
Post by: Qube on June 12, 2019, 09:26:45
Ah right, you went for the way I thought would be fastest ;D - nice work and thanks for sharing. Yeah, real shame the good old ReadPixel isn't really a thing anymore :(
Title: Re: Adventures of AGK!
Post by: Steve Elliott on June 12, 2019, 10:32:57
Nice.   8)
Title: Re: Adventures of AGK!
Post by: Dabz on June 12, 2019, 12:50:02
@Ron, that's just highlighting where in pixels on the Sprite I'm checking collisions that's all, it sorta helped as a placeholder just see if the collisions were acting accordingly, nowt major really!

@Qube, I did realise when writing it that all the info is there so if you need to rotate the Sprite to match the ground, then it should be easy enough as you can compare them both pretty easily, so that's a bonus too!

@Steve cheers matey :)

@GaborD, I'll have a go, wont be done in a month but I can chop away, the programming part will be nothing, it'll be the sprites that'll bottleneck it for me! Give me a pencil and a bit of paper, and I'm pretty good at drawing, give me a mouse and monitor and the stuff I knock up is terrible!!!
Title: Re: Adventures of AGK!
Post by: Derron on June 12, 2019, 13:02:43
Maybe you should try to draw with a digitizer / drawing tablet. Pressure steps allow for a natural drawing look (less alpha to full alpha, small pencil tip to bigger tip...)

If you own a reasonable fast tablet you could even try first steps there. Some prefer drawing "indirect" (similar to a mouse) and some "direct" (drawing on the display - so to have a direction connection of drawing device and painting stroke).

If done properly - eg in a vector program, you even do not have to worry about antialiasing you will just receive pure vectors, ready to get resized to the desired resolution (aka "draw bigger and scale down later").


@ pixel dots
Thought that already (as they were "kind of" symmetrized). Thanks for the clarification.


bye
Ron
Title: Re: Adventures of AGK!
Post by: Dabz on June 12, 2019, 18:14:47
I've tried a few things Ron matey, but, for whatever reasons, I just cannot replicate what I can do with a pencil and paper... And its got to be plain old graphite pencils as well, I can do shading in grey absolutely lovely, chuck colour pencils in my hand and, again, I lose aspect of it and can never get it right... Seems like colour goes in, but once it gets processed, runs down my arm into my hands it gets converted to greyscale! :D

I havent done any drawing for years now though, again, mostly just time, the last one I was working on was a tiger when I was working away, but a bottle of shampoo decided to leak in my bag and ruin him, and since then, I've never felt like starting anything else, which is a shame when I think, because its in me!

Dabz

EDIT: I've attached the last picture of my tiger, I nearly had him finished when the shampoo decided to run out, but even half finished he still looks pretty cool!
Title: Re: Adventures of AGK!
Post by: Qube on June 12, 2019, 22:33:55
Nice drawing you got there :) - I always preferred drawing with just a pencil rather than colour and would often have my art work at school ruined by the teacher writing "Use more colour!" over it.
Title: Re: Adventures of AGK!
Post by: Coder Apprentice on June 12, 2019, 22:54:01
Quote from: Qube on June 12, 2019, 22:33:55
Nice drawing you got there :) - I always preferred drawing with just a pencil rather than colour and would often have my art work at school ruined by the teacher writing "Use more colour!" over it.

Those who can't do teach...
Title: Re: Adventures of AGK!
Post by: Qube on June 13, 2019, 05:42:11
QuoteThose who can't do teach...
Yeah, I spent hours on those drawings and the teacher happily wrote that over the top ruining it. Another teacher ( IT and Design ) loved my drawings but I think the art teacher was just so fixated with having to use colour she couldn't appreciate a pencil drawing.
Title: Re: Adventures of AGK!
Post by: Derron on June 13, 2019, 06:05:05
My first art teacher was an old grumpy little one... He wanted us to imitate styles of popular painters. Grades were given on how good you "copied".

Two years later we had a new teacher, she was also an older person but a one who gave grades on your reason for doing things the way you did.
So I painted stuff in grayscale to express boredom or the lack of external influence... Got a 1 (or "A"). We had to create a cube ... I made one out of wool ...to express a soft border in social environments which you can push around but people still try to defend their state with externals not being allowed to join the "cube". Received another 1/A.
Almost any work I did there received a good rating because of my explanation of the reasons for doing so. The work itself were always more of the "create it fast to save time / gain sparetime" approach.

Of course I liked her more for judging that way. Interestingly other pupils did not share my way of discussing and tried the classic approach of "beautiful drawings".


Bye
Ron
Title: Re: Adventures of AGK!
Post by: iWasAdam on June 13, 2019, 07:40:37
In art school we sere set a holiday project - fill notebook with pictures/paint/drawings that represent you.

I didn't do anything (of course). but had a nasty personal break up. soo..... Night before college starts I get real mad, cut up lots of magazines. start a beginning of book, stick first bit of magazine down, next page, repeat FAST. Then get paint, from tube, spluge on first page hit with brush to spread about, next page, repeat. didn't have much money so only had old blacks and reds and yellows left in my box. finished in about 2 hours - looked a real mess - pages stuck together, but boy was I happy :)

Next day college. Everyone has note books filled with beautiful drawings of plants and beaches, etc. Mine sticky mess. I was laughed at, etc by the class - etc...

tutor came in looked at all the notebooks - threw then on the floor in disgust and berated everyone. then held up mine as an example of brilliance - enough to say I was not popular - but nothing changes?

Here's a random page from the notebook (30+years old) complete with rips stuck paint, etc :)
(https://vjointeractive.files.wordpress.com/2019/06/img_0156.jpeg)
Title: Re: Adventures of AGK!
Post by: therevills on June 13, 2019, 11:02:28
Looking good Dabz! Just a little thing, Dizzy falls off the platforms faster then his jumping.
Title: Re: Adventures of AGK!
Post by: Dabz on June 13, 2019, 18:45:07
Quote
Dizzy falls off the platforms faster then his jumping

I know Steve, basically, I had him falling at the same speed, with the animations running (walking left and right), and even though that is correct with the original game, I was looking at it and it seemed a bit slow when dropping down step like platforms (Like the one in the HTML5 demo), like, he would come off the edge and just "float" to the one underneath (Or on a steps on a 45 degree angle or more he'd float over the whole lot), and, I wasnt keen, so when he's "falling", I speeded it up slightly and prefer that, I'll say one thing though, you have a keen eye as I thought noone would really notice! :D lol

Dabz
Title: Re: Adventures of AGK!
Post by: therevills on June 14, 2019, 01:33:56
Quote from: Dabz on June 13, 2019, 18:45:07
I'll say one thing though, you have a keen eye as I thought noone would really notice! :D lol

LOL! I have this strange idea that "gravity" should be constant  :P
Title: Re: Adventures of AGK!
Post by: Qube on June 14, 2019, 06:36:32
I spotted that too but I thought it was down to early development. I was more fixated with the technical side of walking over terrain which Dab'z method works really well so hats off to that :)

Crazy to think but it was around a decade ago I was sending Dabz Christmas tunes I was creating for a match-3 game. Great to see that the passion for coding and creating still exists ;D
Title: Re: Adventures of AGK!
Post by: Dabz on June 14, 2019, 10:22:34
Well, the verdict is out, looks like I'll have to put it back to normal then, even though I don't like it! :P Now I know how Bioware feels la ;) :D hehehe

Aye, a decade, doesnt take long does it to pass over, blink and you miss it!

I made a tile map editor lastnight, crude, no fancy GUI, lol, just a wysiwyg one, I just need tiles really so I'll play about with them!!!

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 15, 2019, 05:45:09
QuoteI made a tile map editor lastnight, crude, no fancy GUI, lol, just a wysiwyg one, I just need tiles really so I'll play about with them!!!
He he, I have a crude tile map editor too which only took a night to knock up and I've used for a few games with the comps here. No fancy features and all key driven but I was amazed how well it stood up to being used with multiple games :P

Sadly it's being retired to become are more GUI based one but I'll always hold a candle for the little brute force beast ;D
Title: Re: Adventures of AGK!
Post by: Dabz on June 24, 2019, 12:26:55
Little update, nothing really major as most stuff has been behind the scenes shenanigans when I've managed to get a bit done! :)

Anyway, Dizzy doesnt fall quicker then he does when jumping anymore, I still think its a bit floaty, but meh, I'll leave it now, erm, water is in, its set up to handle multiple screens, and finally I tidied up some of Dizzy's animation, it was a bit jerky, anyhoo, here's a peek:-

http://www.dabzy.co.uk/test/agk/

Not really hordes to shout about, but, I'm happy enough with how it looks/feels at the minute!

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 24, 2019, 15:39:12
I think in games you can easily get away with breaking the rules and have him falling faster if it just feels better :)

So I had a few goes at jumping over the water and after timing the bloody pixel perfect jump just right and I was excited to see the next screen. What wonderful treats are in store I thought? ;D.... Thanks for that :P

Works really well and I hope it turns into a game. Just keep the graphics under super secret hush hush hidden mode ;)
Title: Re: Adventures of AGK!
Post by: Dabz on June 24, 2019, 15:57:33
Quote
So I had a few goes at jumping over the water and after timing the bloody pixel perfect jump just right and I was excited to see the next screen. What wonderful treats are in store I thought? ;D.... Thanks for that :P

lol, aye, erm, yeah, erm, pleased you had, erm, fun on the other, erm, screen... Aye!

:D

EDIT: "Just keep the graphics under super secret hush hush hidden mode" <----- ??? Me no capire si!!!

Dabz
Title: Re: Adventures of AGK!
Post by: Dabz on June 24, 2019, 16:29:40
Go on Qube, have another go... I've left you a surprise on the other screen! :D

Which, BTW, after doing that, I've sorta hit a bit of a weird snag...

When I build and run it through 'localhost' on Chrome, it works a charm, though when I upload it, and go through the dabzy.co.uk link, it pops out a "Unrecognised instruction: 0 in main.agc at line 0"

But when I use Edge, it works as expected???

Mmmmmmm

EDIT: I cleared the cache and it fixed it, wonder what was blocking that up as thats the first time thats happened!?!

Dabz
Title: Re: Adventures of AGK!
Post by: Xerra on June 24, 2019, 17:27:35
Ok, working well on Firefox.

Do you know how long I spent trying to get the water jump right?

Do you know?

DO YOU? !!!!!!

However I did get to jump on a nice bouncy mushroom. Oh, I'm sorry. Was that a spoiler? :-)
Title: Re: Adventures of AGK!
Post by: Dabz on June 24, 2019, 17:52:48
Quote
DO YOU? !!!!!!

Why you do that?

You could of just pressed the 'P' key!  ;D :P ;D

Dabz
Title: Re: Adventures of AGK!
Post by: Dabz on June 25, 2019, 19:46:31
The floor is... Dodgy looking lava! :D

http://www.dabzy.co.uk/test/agk/

Oh, and the mushroom now does a boing animation

Dabz
Title: Re: Adventures of AGK!
Post by: plenatus on June 25, 2019, 19:54:17
The full version cannot load bytecode compiled with the trial version....
Title: Re: Adventures of AGK!
Post by: Dabz on June 25, 2019, 20:00:33
Yep, lol, that is correct because I've still got the bloody trial version installed, and well, aye, when I opened the project I built it using that... Try clearing your browsers cached images and files and try again, it should work!

Sorry about that!

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 25, 2019, 22:37:42
QuoteGo on Qube, have another go... I've left you a surprise on the other screen!
Way hay! a bunch mushy mushroom which send you rocketing ( in slow egg speed ) to the higher platform. I guess it's an impossible just to the next platform? :o
Title: Re: Adventures of AGK!
Post by: Dabz on June 25, 2019, 23:23:44
lol, yeah, I've speeded up the jumping of the going up from the mushroom since, and he comes back down at normal descending speed!!!  :D

Yeah, not much beyond the screens, as that is a staging area, I've got spikes in now, and currently just implementing moving platforms... Back to work tomorrow, diving most of my long weekend this week, and then a week Thursday I'm away, so I'm not sure when they'll be finished... But I'll plod when I can!

Dabz
Title: Re: Adventures of AGK!
Post by: Rick Nasher on June 25, 2019, 23:38:35
This is getting me e(d)gy. lol
Title: Re: Adventures of AGK!
Post by: Dabz on June 25, 2019, 23:48:12
^He's here all week, fortunately I know where hes hung his coat!!!

:P ;D :P

Hehehe

;)

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 26, 2019, 05:43:01
Quote^He's here all week, fortunately I know where hes hung his coat!!!
So do I and it's in my hand throwing it at him :)) - I thought he was on a roll but I'll shell out for the taxi ( coat for me too ) :P
Title: Re: Adventures of AGK!
Post by: Dabz on June 26, 2019, 19:46:53
Got in from work, got myself a brew, made moving platforms (Horizontal)...

http://www.dabzy.co.uk/test/agk/

If you have a go, tell me if you break anything, in fact, see if you can break the bugger! :D

Oh, and I got that annoying message again about bytecode (noted above), not sure whats going on there as I uninstalled the trail version but its reared its head again, so, if you get that, please can you clean files and images in your browsers cache, just seems to be Chrome that borks it as far as I can tell!?!

Thanks

Dabz
Title: Re: Adventures of AGK!
Post by: plenatus on June 26, 2019, 21:00:53
It makes only a double/high-jump if you jump from left or right on the mushroom.
If you stand in front of the mushroom it doesn´t work.
It seems if you jump on the moving platform the player doesn´t ove with it.
Try it three times and always fall down.

Btw. nice game and it runs better if i open a private mode FF window.No need to delete the cache.
Title: Re: Adventures of AGK!
Post by: Qube on June 26, 2019, 22:35:07
QuoteOh, and I got that annoying message again about bytecode (noted above)
Aye, I get the same on Safari too but clearing the cache sorts it out :)

As with c0d3r9, little old Dizzy doesn't move with the platform. Probably by design or not implemented yet?
Title: Re: Adventures of AGK!
Post by: Xerra on June 26, 2019, 22:56:30
Quote from: Dabz on June 26, 2019, 19:46:53
Oh, and I got that annoying message again about bytecode (noted above), not sure whats going on there as I uninstalled the trail version but its reared its head again, so, if you get that, please can you clean files and images in your browsers cache, just seems to be Chrome that borks it as far as I can tell!?!

Borked on Firefox too with this issue. I'd clean my cache but then all my porn keyboard shortcuts will no longer work and I daren't keep them as bookmarks in case the missus spots them  :o
Title: Re: Adventures of AGK!
Post by: Dabz on June 27, 2019, 02:50:18
The walking on the platform is implemented, I've tried it here and its fine, but if expect him to automatically move when standing, then no, I'm not going that, you have to walk with it, but, if I feel he needs to move on his own when actually building the world, I can easily put that in, it'll only be a px=px+platDir line, so no biggy.

I'll reupload, because something is getting screwy along the way though, the simple fact that it seems the mushroom isnt grafting proves it, as I did have it only making a big jump left/right, but after putting the platform in, I made him jump higher when standing, as well as if your pressing left or right when you hit the mushroom coming down on a straight jump it will fling Dizzy off in that direction.

So, I dont think my code is broke,somewhere between me building for HTML5 and uploading is knacking it, and probably why that bytecode error thing is popping up... Very odd!!!

Right, I've changed paths too, so, maybe that will help, dunno, but here is a reupload:-

http://www.dabzy.co.uk/test/reupload2/

Xerra, can you try that new link, just to see if works with the new path, if so, then every upload I do, I'll just put the guff in an different path... Save your porn stash, ya dirty boy! :D

Right, back to bed... I only got up for a shite, lol!!! :D

Night night all

Dabz

Title: Re: Adventures of AGK!
Post by: Qube on June 27, 2019, 03:03:50
Quotebut if expect him to automatically move, then no, I'm not going that, you have to walk with it.
Oo, get you mr grumpy pants :P - I don't mind either way ( walk or dragged ) as it's up to the game how things work. If they were ice blocks then perhaps you'd expect them to be super slippy smash egg inducing things.

QuoteRight, I've changed paths too, so, maybe that will help, dunno, but here is a reupload:-
No load errors and you can now stand in front of the mussy, jump and it'll launch you into the air \o/
Title: Re: Adventures of AGK!
Post by: Dabz on June 27, 2019, 03:10:59
Quote
Oo, get you mr grumpy pants

lol, I didnt mean to come across as being grumpy, if it did, no intentions... It is the middle of the night and my bowel woke me from my lush slumber! :D

Blame the bowel!!! :P

Dabz
Title: Re: Adventures of AGK!
Post by: Dabz on June 27, 2019, 03:22:34
Here, Qube, I've changed it so he gets dragged along...

http://www.dabzy.co.uk/test/reupload2/

I think its better really after playing with both, so thanks everyone for planting that particular seed! :)

Dabz
Title: Re: Adventures of AGK!
Post by: Qube on June 27, 2019, 05:00:22
Quotelol, I didnt mean to come across as being grumpy, if it did, no intentions...
Lol, I didn't think you were :P - I wasn't sure if it was how you wanted it to be or not. Wouldn't be a bad idea to keep that part in for jumping on slippy things like ice blocks?

QuoteIt is the middle of the night and my bowel woke me from my lush slumber! :D
I get that too and top tip, sometimes you can turn over and cram in another 30-40 minutes before you REALLY need to dash to the loo :P - In my younger years I could happily be in dream land for 12+ hours on my days off without even waking up to wonder what time it is.

QuoteHere, Qube, I've changed it so he gets dragged along...
Ahh, that feels much much better as it's a more anticipated response to jumping on a moving platform. You can go back to sleep now ;D
Title: Re: Adventures of AGK!
Post by: Dabz on June 27, 2019, 06:11:06
I've been thinking about ice actually, the setup I think I'll head for is when your on walk on ice, you skate till you bang something (or die), but to overcome that (as a player), Dizzy styleeee, you have to have some spiked shoes.

This is how being in water will work, yeah, at the minute you can take a dip, but when I move on to items, your going to need to be carrying a snorkel, ala Dizzy2 or you'll drown.

Dabz
Title: Re: Adventures of AGK!
Post by: Xerra on June 27, 2019, 07:06:01
Quote from: Dabz on June 27, 2019, 02:50:18
Xerra, can you try that new link, just to see if works with the new path, if so, then every upload I do, I'll just put the guff in an different path...

Mission successful, sire.