View Single Post
  #6  
08-27-2012, 03:56 PM
Phylum's Avatar
Phylum
No Artificial Colours
 
: Sep 2008
: Rock bottom
: 4,911
Blog Entries: 94
Rep Power: 24
Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)

I was working on a simple Oddworld game in Java using LWJGL, but I ran into some issues. I later reworked it using Slick which is amazing and saved the project. Currently I've hit a bit of a snag with the character movement.

I wrote the game to be small,, running at 320x240 with the option to scale to 640x480. This proved troublesome for the internal integer based movement code. The characters currently fall at 6 pixels/second which is way too fast. 4px/s feels too slow and 5px/s causes alignment issues. I decided that the most viable option was to swap the coordinates of the characters to floats, which would be tedious but allow for much more flexibility in the movement. I also decided to up-scale the inner workings of the game to 640x480, but I don't want to start that yet. It's a very grid-based game and I would have to hunt through lots of code to completely change over. In hindsight I shouldn't have hard coded the grid size like I did.

Anyway, the point is that I designed it to have a simple level editor.
Reply With Quote