After I have messed up my previous (and first) project - a Zelda like ARPG - I wanted to do something else and not an rpg game again.
I wanted to do something with scrolling this time, and I had the idea to do a game like Castlevania.
As I have absolute no experience doing a game like that, I am currently trying to do the very first level of the original Castlevania game, and try to get it as close to the original game as possible.
What I did first is to create some of the sprites and bg tiles in the CHR editor, so I have something to show on the screen. What I am currently trying to implement is the general player movement.
I created a state machine, to control the transition from one state to the other (example holding Up-Button and press B-Button to use the sub-weapons, or pressing B-Button while crouching to do a crouch attack).
This is working quite fine already, but where I have issues is with the jump movement. When I play the original game it feels like the player animation is in "jump" animation as long as Simon is reaching the maximum jump height and then changing to the idle animation (sprites), and pulling the player towards the ground.
So what I did is to use some variables (current jumpHeight/jumpDistance, and maxJumpHeight/maxJumpDistsance), as soon as the max jump height has reached, the idle sprites are being rendered, and the player is being pulled towards the ground. When a collision downwards has been detected, I set a flag to inidicate that player is not jumping anymore.
While still jumping I am checking every frame if player has reached maximum height (or in case I press left/right buttons before, also the distance) and decrement the Player Y position (at the same time increase the current JumpHeight until it reaches maximum).
The way I have it now, is not feeling too good. Jumping is too diagonal not smooth like in the original. Any ideas?
I attached the current .nes file in case someone want to test how the player movement controls in my current projects phase.
I wanted to do something with scrolling this time, and I had the idea to do a game like Castlevania.
As I have absolute no experience doing a game like that, I am currently trying to do the very first level of the original Castlevania game, and try to get it as close to the original game as possible.
What I did first is to create some of the sprites and bg tiles in the CHR editor, so I have something to show on the screen. What I am currently trying to implement is the general player movement.
I created a state machine, to control the transition from one state to the other (example holding Up-Button and press B-Button to use the sub-weapons, or pressing B-Button while crouching to do a crouch attack).
This is working quite fine already, but where I have issues is with the jump movement. When I play the original game it feels like the player animation is in "jump" animation as long as Simon is reaching the maximum jump height and then changing to the idle animation (sprites), and pulling the player towards the ground.
So what I did is to use some variables (current jumpHeight/jumpDistance, and maxJumpHeight/maxJumpDistsance), as soon as the max jump height has reached, the idle sprites are being rendered, and the player is being pulled towards the ground. When a collision downwards has been detected, I set a flag to inidicate that player is not jumping anymore.
While still jumping I am checking every frame if player has reached maximum height (or in case I press left/right buttons before, also the distance) and decrement the Player Y position (at the same time increase the current JumpHeight until it reaches maximum).
The way I have it now, is not feeling too good. Jumping is too diagonal not smooth like in the original. Any ideas?
I attached the current .nes file in case someone want to test how the player movement controls in my current projects phase.
Statistics: Posted by NEStor — Thu Dec 05, 2024 8:28 am — Replies 4 — Views 213