Showing posts with label Tilemap. Show all posts
Showing posts with label Tilemap. Show all posts

Sunday, February 20, 2011

Open Thread: Got any questions?

On various forums and such, I always see questions about how to get the basics of programming working. I thought I'd just leave a spot here for people who are trying to follow along with Project Jumper, but are still confused.

So, go for it. Is there anything in Jumper that I've done that you don't understand? Anything I covered too quickly? Even basic stuff that I haven't covered at all?

Monday, January 17, 2011

Project Jumper Part 9: Agility Training

It's time to improve helmutguy's maneuverability. I've got a few things that I want to do here.
  • Mario style jumping
  • Double jumping
  • Ladders
  • Walljumping
 I'm not sure I'll actually get to all of them, though. Remember, I'm making this up as I go.

Monday, December 27, 2010

Project Jumper Part 3: I love what you've done with the place

Just a quick bit of poking around this time, making the level bigger and prettier.
First off, I'm using this tileset, which I got from spicypixel.net. I did trim it up a little for use with DAME and flixel, namely using paint.NET to cut out the magenta background and leave it transparent instead.

Also, there's a lot of unused space in the image. I could have trimmed it out. I probably should have, really. But it's not going to hurt anything, so I left it in.





Friday, December 17, 2010

Project Jumper Part 2: The bare minimum

Now that we've got our mise en place set up, it's time to actually start making something that works.

This is pretty typically the stage where I panic and quit, so bear with me here.

Anyway, I want to get something that will at least compile and run as quickly as possible. So, I'm going to aim for a single stage for a player sprite to run around on.