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I use this formel: StartPower*Time -(Gravitation*(Time*Time))/2 But the gravitation in my game is set to about 11. I know that's not right. But as I said, it will have to do for now.
That's not quite what I do... I have X & Y velocity components. Each frame, a certain amount is added to the Y velocity, and the Y velocity is added to the player's position. This is what gives jumps a parabolic path.
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Every game I've done have allways been left at half. I don't want that to happend with this game.
Hmm, sounds like most of my games But now there's no way I won't finish KirbyPC, with all of your praise
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But what did you(And everyone else) think about one thing: - Doesn't the game put you in a good mood? I think so.
yeah! especially since you praised me so much for inspiration Keep up the good work!
Nice game =) it runs just fine in my pc: pIII 500 with tnt2 32mb and crappy sound card. Seems to me that claus walks too slow, maybe you want to include that if the player keeps pressing a given direction - right/left - claus starts running..
Keep working!
"Old programmers don't die,they just terminate and stay resident."
Pretty darn good! As has been said before, tweak the jumping. Also, a few more animation frames for Santa while moving would be nice. Otherwise, great work! Like the nice blurred background, and the near-foreground candycanes.
A tip for jumping: I have no idea how you would implement this, but here''s my idea: Have the jump stop if the up button is released, but have a treshold. Maybe that''s a bit hard to explain so let me go a little more detailed. We''ll use an imaginary measurement unit named "unit". Okay, make it so when the jump button is pressed, Santa jumps at least 3 "units", but if the jump button is held, Santa jumps, say, 6 units. Kind of like in Super Mario Bros. 2 (its the best example that comes to mind).