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johnspeny avatar johnspeny commented on June 14, 2024 2

Meanwhile I think i was seeing rocket science in the appDelegate.cpp, it has so many questionable parts that i have never seen in a normal appDelegate. I would fork the project and use box2d in place of chimpmunk but i dont understand your version of appDelegate

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aismann avatar aismann commented on June 14, 2024 1

@aismann Last I checked, you had implemented or forked a game pad controller. Could you add it here aswell. Platformer games like these really need it. I haven't personally run this project, but I will get time and do run it.

I will (but at the moment i have a business pressure ;))
(Also DD needs more interactions not only a button for jump)

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aismann avatar aismann commented on June 14, 2024 1

Its like a maze generater. not more.
But not the important feature on the first time. (and not needed)

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DelinWorks avatar DelinWorks commented on June 14, 2024

Thanks! yeah there is no goal at the moment. It needs to be implemented, I'm just working on integrating tiled editor with this game so that making maps can be much easier, also still working on refining parallax and particle systems, also physics system is a mess so yeah 😅 of course the goal is to go through the other end of the level (the opening colored in green)
If you touch that hitbox it will load the next level!

image

I just cooked up a test level (might be a first level) to test and code the game on!

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aismann avatar aismann commented on June 14, 2024

A good idea is to generate "levels" via programming.

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DelinWorks avatar DelinWorks commented on June 14, 2024

woah that feels extremely hard 😅 I'll see what i can do, thanks!

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aismann avatar aismann commented on June 14, 2024

woah that feels extremely hard 😅 I'll see what i can do, thanks!

You can "optimise/fix it on tiled" and learning whats was wrong and fix it on your "room generater sources"
"random" generated rooms gives new ideas for a "officiel" level too

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johnspeny avatar johnspeny commented on June 14, 2024

A good idea is to generate "levels" via programming.

Do you mean something like using pelin noise generator algorithm?. Thats the only one i can think of.

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johnspeny avatar johnspeny commented on June 14, 2024

@aismann Last I checked, you had implemented or forked a game pad controller. Could you add it here aswell. Platformer games like these really need it. I haven't personally run this project, but I will get time and do run it.

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DelinWorks avatar DelinWorks commented on June 14, 2024

A cool interaction would be walls that have certain color and these walls will block you from moving through if you have a different color from these walls and you can press a button to switch your color to pass through these walls, just a cool distraction that makes the game a bit of a challenge!

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aismann avatar aismann commented on June 14, 2024

Keys, Buttons, etc and corresponding doors/walls, etc

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aismann avatar aismann commented on June 14, 2024

I think it will be great its an "one" button game (only touch the screen or press a key)

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johnspeny avatar johnspeny commented on June 14, 2024

Is that where DD is heading?, a reference of an already existing game or mechanic is appreciated. I am lost what DD is supposed to be or have.

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DelinWorks avatar DelinWorks commented on June 14, 2024

Don't worry everything will be clear when the first playable build is released!

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DelinWorks avatar DelinWorks commented on June 14, 2024

It was used for heavy testing and I didn't think of rewriting it, it has a lot of parts first it communicates with a Darkness class to make the window resize and do things that the engine doesn't have, also I'm trying to implement a settings file in ini format but that was scrapped, also there's this initAntiCheat function which stops anyone from cheating and modifying game memory (which is pointless if the project is open source but that's ok), also checks if cheat engine is running and crashes if so

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DelinWorks avatar DelinWorks commented on June 14, 2024

@aismann A good idea is to generate "levels" via programming.

when you think about it you'll notice that it's nearly impossible to tell a piece of semi-conductors to generate something playable, and that playable thing can contain walls that you can't jump on, obstacles, walls that you can jump on, one way platforms, other way platforms, left or right only walls, walls that need to be color matched so you can pass through, triggers that unlock a path, keys that have gradual progress of events to winning, secret coins that need a path to be provided to get them, so yeah I think letting players create their own levels is way more convenient, then again I might be wrong and it might actually be easy 🤔 sorry for deleted comment though by mistake, I thought the comment was mine 😅

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aismann avatar aismann commented on June 14, 2024

Close IT

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