Running up a wall to get up it, or you can run up the wall then hit the opposite direction to back flip off the wall. I would imagine it would have a strong horizontal velocity so you can get the drop on an enemy chasing you or something. Also swinging on ropes or what have you. Is there gonna be crouch walking? Also if you are going to have ice covered ground how about ground that is hard to move in, like how it happens in a racing game if you go over dirt.
Thanks for all of the excellent input! I really do appreciate it. Also, I am quite serious about this project. As most of you know, I've been working on my "first great project" ... Captain Plokey. But lately, I've become somewhat obssessed with custom platform engines. Over the past few months, I've downloaded just about every engine I could find. The cool thing about these engines is that while many have common features - many also have some radically different code. Most of the engines have been pretty basic, but there are a few which I've been really impressed with! I can't name all of my sources (as some have asked me not too) but I will be handing out a few "coding trophies" to them all as I accumulate the points.
While all of these engines have been great (and fit the style of their respective games), I've really been intent on building a near "feature complete" engine. I've seen so many different cool features and wondered how they would integrate into a single engine. Additionally, the reason that I created this thread under "Klik Coding Help" is that I want to (1) get feedback from you guys and (2) make this open source.
While I understand why some of you don't make your games open source (especially if you intend to sell the game), I am a huge fan of open source. I would not have made any progress on this stuff if I didn't have help (or tutorial-style code) from others. Folks who make code available to me (if only to help me understand what they did) have my gratitude! So, if I am able to help anyone else out by making my code open source to them - then that would make me very happy. Even Captain Plokey (when it is finished) will be open source.
Recently, I responded to a thread on mfgg.net about open source engines. One of the long-time forum moderators urged people to not make their custom engines "open source" because he felt people would simply take the engine and (without modification) create a game. This would (and has) resulted in a number of games that play and feelt the same. While I understand this may frustrate the folks who frequent the site looking for "new and different" Mario games - I also feel the open source engines are indespensible tools for the casual game developers. How else will we understand how some of the more complex features are programmed? Additionally, some of these feature complete engines demonstrate how some sections of code must be "turned off" or "disabled" so that other parts can be executed. There are so many benefits to looking at a near feature-complete engine that I just can't understand why someone would try to deny someone from viewing one. Anyway, I don't think either of us will ever agree on that topic.
But, I'm going stick by what I believe in and attempt to do the following:
1. Create a "near" feature-complete custom platform engine (I say near because you'll never have everything - but you can do a lot)
2. Elicit feedback and help from you guys (again, that's why this is under "Klick Coding Help")
3. Publish the "open source" custom platform engine to the Downloads when it is finished
As there are a lot of features, I think I'll post incremental versions so that you guys can see the progress and make comments. I've started to make the sprite which I'll keep fairly basic:
I've been working on slope movement lately so hopefully I'll have a version 0.1 to publish soon. Again, thanks and keep the ideas coming!
Okay, I drew the "Walking" animation for the sprite. For some reason Jasc Animation Shop is dropping some of the colors but here is an animated GIF that, for the most part, shows what it will look like:
I'm using the Super Mario engine I was working on as a base. So, if it feels a little "Mario-ish" ... well, that's why. Hopefully it'll feel more generic ... or "universal" ... as features are added. I'm hoping to have something I can post within a week or so.
(click image to enlarge)
Also, I am using a cr*pload of counters. I don't know if that is the best way to build the engine or not... but it seems to work. Once I get the MFA post, you're constructive criticism is definitely welcome.
Alterable values would be a more contained system, but there's nothing wrong with counters if that's what you want to do. Easier to read what's going on at runtime.