“Let’s get started” or “What I will be using”
Hello! This is the first time I’m taking part of Ludum Dare. I feel kinda lazy at the moment but I believe once the competition starts and I get the first game ideas I hope I’ll get more enthusiastic.
I will be using either Construct Classic or Processing to make my game, depending on the project complexity.
In case I use Processing and the game is a platformer, I will use a few objects from one of my platforming sketches (at the end of the post), as well as Tiled as a level editor.
Graphics will be all made on Adobe Photoshop.
I might make sound effects and music using Famitracker and definitely bfxr (thanks to Saint11 for the link!)
Good luck, everyone! I hope this will be an enjoyable experience.
class Objeto2D {
float x, y, v, g;
float vx;
int w=12, h=8;
boolean caindo = true, c;
boolean ativo = true;
boolean sobre[] = new boolean [128*128];
boolean aolado[] = new boolean [128*128];
int sizex=16, sizey=16, vm;
int Jpower;
void fall() {
y=y+v;
if (v<vm)v+=g;
}
void start() {
g=1;
vm=20;
v=0;
sizex=16;
sizey=16;
y=16;
x=11*16;
Jpower = 30;//170
vx=1;
}
void move() {
if (right == true&& ativo==true) {
x+=vx;
if (x>11*16) x =11*16;
}
if (left == true&& ativo==true) {
x-=vx;
if (x<0) x =0;
}
}
void jump() {
caindo = true;
if (v ==0) v=-Jpower*0.1;
y–;
}
void desenha() {
if (preto>=3){
if (lumi>=3) image (bandeirinha[(animacao/16)&1], x, y-sizey);
else image (bandeirinha[0], x, y-sizey);
}
else {
fill(255, 0, 0);
noStroke();
rect(x, y-sizey, sizex, sizey);
}
}
void colide() {
c = true;
for (int i = 0; i < sobre.length; i++) {
sobre[i]=false;
aolado[i] = false;
}for (int j =0;j<h;j++) {
for (int i =0;i<w;i++) {//pés
if (x>i*tsize-sizex && x< (i+1)*tsize && y >=j*tsize && y <=j*tsize+vm+1 && tile[i+w*j]>0 && (caindo == false ||v>0)) {
sobre[i+w*j]=true;
}//cabeça
if (x>i*tsize-sizex+vx && x< (i+1)*tsize-vx && y >=j*tsize+tsize+sizey-Jpower*0.1 && y <=j*tsize+tsize+sizey && tile[i+w*j]>0 && v<0) {
sobre[i+w*j]=true;
}//esq
if (x>=i*tsize+tsize-vx-1 && x<= i*tsize+tsize && y >=j*tsize && y <= j*tsize+tsize+sizey && tile[i+w*j]>0 && (sobre[i+w*j]==false || caindo==true)) {
x = i*tsize+tsize;
aolado[i+w*j]=true;
}//dir
if (x>=i*tsize-sizex && x<= i*tsize-sizex+vx && y >=j*tsize && y <= j*tsize+tsize+sizey && tile[i+w*j]>0 && (sobre[i+w*j]==false || caindo==true)) {
x = i*tsize-sizex;
aolado[i+w*j]=true;
}//pés2
if (x>i*tsize-sizex+1 && x< (i+1)*tsize && y >=j*tsize && y <=j*tsize+vm+1 && tile[i+w*j]>0 && aolado[i+w*j]==false && (caindo == false ||v>0)) {
c = false;
v = 0;
y = j*tsize;
}if (y>=h*tsize) { //sem buraco
c = false;
v = 0;
y = h*tsize;
}//cabeça2
if (x>i*tsize-sizex+vx && x< (i+1)*tsize-vx && y >=j*tsize+tsize+sizey-Jpower*0.5 && y <=j*tsize+tsize+sizey && tile[i+w*j]>0 && aolado[i+w*j]==false && (v<0)) {
v = -v*0.2;
y = j*tsize+tsize+sizey;
}
}
}
caindo = c;
}
}
==EDIT==
Derp, I forgot to say, but since I’m using Tiled as a level editor I’m also using a stage loader I made with processing. Also, the font I’ll be using in the game is called 04b03, by Yuji Oshimoto. Here’s the stage loader code:
class Stage {
PApplet p;
Stage (PApplet parent) {
p = parent;
}
void load(int A) {
XMLElement xml = new XMLElement(p, “stage/”+bossName+A+”.tmx”);
XMLElement mapa;
mapa=xml.getChild(“layer”).getChild(“data”);
int n = mapa.getChildCount(); //haruna5=1400?
for (int i = 0; i < n; i++) {
XMLElement kid = mapa.getChild(i);
sprite[i] = byte(kid.getInt(“gid”)-1);
}
w = byte(xml.getInt(“width”));
h = byte(xml.getInt(“height”));
}
void loadEnemies (int A) {
for (int i = 0; i<inimigo.length; i++) inimigo[i]=new MiniDragon2(-1000, -1000);
XMLElement xml = new XMLElement(p, “stage/”+bossName+A+”.tmx”);
XMLElement obj;
obj=xml.getChild(“objectgroup”);
if (obj!=null) {
int n = obj.getChildCount();
String enemyType;
for (int i = 0; i < n; i++) {
XMLElement kid = obj.getChild(i);
enemyType =kid.getString(“type”);if (enemyType.equals(“TShadow”)) inimigo[i]=new TShadow(kid.getInt(“x”)/tsize, kid.getInt(“y”)/tsize);
}
}
}
}