A Plumber's Journey Dev Blog

Posted by Gatete on Nov. 7, 2015, 12:40 p.m.

Three weeks ago I started working on another Mario fangame.

Here's the latest gif I took from the game.

Right now I have a problem that drives me nuts,

///Spiketop logic!

if (speed > 0) {

    if (xscale == 1) {

        //Check if there's no floor on the way.
        if (place_meeting(x + lengthdir_x(speed + 1,direction - 90),y + lengthdir_y(speed + 1,direction - 90),obj_solid) == false) {
        
            //Rotate
            direction -= 90;
            
            //Make sure it's all the way onto the next side before doing any collision checks.
            x += hspeed;
            y += vspeed;
            
            //Make contact with the new surface
            move_contact_object(direction - 90,speed,obj_solid);
        }
        
        //Otherwise, check if he ran into a wall.
        else if (place_meeting(x + lengthdir_x(speed,direction),y + lengthdir_y(speed,direction),obj_solid)) {
            
            //Rotate it so it's moving up the wall.
            direction += 90;
            
            //Make full contact with the wall.
            move_contact_object(direction - 90,speed,obj_solid);
        }
    }
    
    //Assuming that the spiny is moving left and on the ground,
    else if (xscale == -1) {
    
        //This checks *below* the spiny since you're double negating the direction... It's confusing but it works.
        if (place_meeting(x - lengthdir_x(speed - 1,direction + 90),y - lengthdir_y(speed - 1,direction + 90),obj_solid) == false) {
        
            //Rotate
            direction += 90;
            
            //Make sure it's all the way onto the next side before doing any collision checks.
            x -= hspeed;
            y -= vspeed;
            
            //Make contact with the new surface
            move_contact_object(direction + 90,speed,obj_solid);
        }
        
        //Otherwise, check if he ran into a wall.
        else if (place_meeting(x - lengthdir_x(speed ,direction),y - lengthdir_y(speed,direction),obj_solid)) {
            
            //Rotate it so it's moving up the wall.
            direction -= 90;
            
            //Make full contact with the wall.
            move_contact_object(direction + 90,speed,obj_solid);
        }
    }
}

PD: Are these kind of blog posts allowed?

Comments

Mairu 8 years, 5 months ago

Looks cool!

Quote:
Right now I have a problem that drives me nuts,
Is there something you need help with?

Gatete 8 years, 5 months ago

Actually, the code I posted in there.

See the spiketop at the right, I want it to turn like the spiketop at the left.

Gatete 8 years, 5 months ago

You just saved the day dude =3

NeutralReiddHotel 8 years, 5 months ago

i'm gonna play the hell out of this.

Zuurix 8 years, 5 months ago

Hehe, Mario, Pokemon, FNAF and other fangames are my mortal enemies.

They steal at least 50% of my players in all indie game sites.

Jani_Nykanen 8 years, 5 months ago

Quote:
Pretty sure 95% of us started out making fangames or clones so I can't blame them.
This reminds me of my early Crash Bandicoot -themed maze games I made ten years ago, when I was nine… Good memories.

Mega 8 years, 5 months ago

I love the fact that you're using custom artwork for your fangame, makes it stand out quite a bit.

Quote:
Pretty sure 95% of us started out making fangames or clones so I can't blame them.
I still do now and again, quietly. It's nice to explore mechanics that your favorite games used by attempting to implement them.

Zuurix 8 years, 5 months ago

Quote:
Pretty sure 95% of us started out making fangames or clones so I can't blame them.
I didn't, so I can =P

Gatete 8 years, 5 months ago

Here's a playable engine test of the game if you want to take a look at it.

http://gatetegaming.weebly.com/games.html

Zuurix 8 years, 5 months ago

Quote:
Here's a playable engine test of the game if you want to take a look at it.
Looks good and plays good. I died over 20 times through!

Too many of these so-called goombas.