platform game in corona help

Hi,

I am interested in creating a platform game using corona.

Without using tiles, does anyone know of any frameworks or libraries I could use?

any tutorials? ideas?

Thanks

Here’s a youtube tutorial on how one would go about creating a platformer.

As someone that just created a game similar to this (and having a few other in various stages of production) I’d say that it isn’t that hard. You’re really better off building your own terrain engine and parallax calculator.

I’m assuming you are not interested in using MTE or Dusk, but you have to remember that you can just use those engines to “paint” Tiled maps on top of your pre-existing physics, which would cut down on the issues many people have with edges of tiles catching physics shapes during movement. If this isn’t your concern, definitely disregard.

Have you started and are encountering issues, or are you “storyboarding” your project and trying to find the best place to start?

Panc,

Thanks for that link… much appreciated

Yeah I am at the stage where I just want to try some things out and find the best place to start…

I have done a few applications where its a endless runner, where I just alternate between two layers…

But the platform game I am thinking might be more involved, in terms of the foreground, as I want to add platforms that the character can jump onto, hang off etc, and each screen that gets generated will be different as the platforms will be set at different locations, and then if the characters moves forward, I will need to start painting the next screen… but if the character moves back then I will need to paint the screens before etc…

Basically from the way I see things, I will always need to have two screen loaded at anytime, as the user moves forward, I will add the next screen and delete the first screen.  When the user moves back, I will start generating the previous screen and deleting the current screen, so that I am not using up too much memory…  I guess my main concern is just how to make sure I cull the screen etc… depending on the direction where the users moving

I have seen MTE and dusk, but haven’t used them yet… might be an option to have a play with them… have you used them? what are your thoughts?

The sort of game I am looking at is chuck rock… a classic game from the 90s… what sort of platform games have you made? any videos of the game play etc?

Well, I’ll definitely shamelessly plug my new game Crosstown Smash (out now on all major platforms). While I wouldn’t call it a strict platformer, the mechanics are there that I’ll be able to modify the code to support platformer-type gameplay with jumping physics.

Your thinking is on-track as far as scene culling and gfx/physics object maintenance depending on the location of your player. I’m not an expert; you’re better off posing questions about what’s better or worse in the MTE and Dusk forums, to get Dyson and Caleb’s take, respectively. From what I’ve read, the logic behind the culling is different, but they both essentially render the tiles and physics objects completely relative to the location of the player.

It seems to me that it would be easy to accomplish this yourself, and I’ve done a very very small amount of culling logic in Crosstown Smash, but I don’t have Tiled .tmx map support, which is a huge feature of both MTE and Dusk. I think this is the greatest benefit of either option.

Eagle Screech was my first app and again, it could be considered a platformer, but I didn’t use ANY culling logic except for what is supposedly included with Corona (which is not ideal) so performance is an absolute terror. Here’s a link to gameplay from Crosstown Smash, if that gives you any ideas of what can be achieved in Corona with a very rudimentary knowledge of asset culling, physics interaction and enemy AI. Let me know what you think!

https://www.youtube.com/watch?v=ZOs3Ickyo-Q

panc,

Can i just say that looks awesome… well done… 

so are your backgrounds just one image that you keep redrawing on the screen?  How long did it take you?  Yeah this would be another type of game I would love to make…

hows the interest been since the games been out? many downloads?

Glad you like it! I actually uploaded all GFX assets over at opengameart.org under the CC-By-3.0 license, so you can take a look and see exactly what went into making the graphical style. They are basically 450 px wide images that I layered, removed and added depending on the players location in the level. 

This took me about 12-15 months, and I took time off because of life events, as mobile development isn’t my full-time gig at this point.

It’s been out for about 2 weeks so far, but I haven’t started my PR push until this morning, actually. I’ll let you know about interest tomorrow morning. I’m crossing my fingers that people are going to put down Towerfall and pick up Crosstown Smash!

Here’s a youtube tutorial on how one would go about creating a platformer.

As someone that just created a game similar to this (and having a few other in various stages of production) I’d say that it isn’t that hard. You’re really better off building your own terrain engine and parallax calculator.

I’m assuming you are not interested in using MTE or Dusk, but you have to remember that you can just use those engines to “paint” Tiled maps on top of your pre-existing physics, which would cut down on the issues many people have with edges of tiles catching physics shapes during movement. If this isn’t your concern, definitely disregard.

Have you started and are encountering issues, or are you “storyboarding” your project and trying to find the best place to start?

Panc,

Thanks for that link… much appreciated

Yeah I am at the stage where I just want to try some things out and find the best place to start…

I have done a few applications where its a endless runner, where I just alternate between two layers…

But the platform game I am thinking might be more involved, in terms of the foreground, as I want to add platforms that the character can jump onto, hang off etc, and each screen that gets generated will be different as the platforms will be set at different locations, and then if the characters moves forward, I will need to start painting the next screen… but if the character moves back then I will need to paint the screens before etc…

Basically from the way I see things, I will always need to have two screen loaded at anytime, as the user moves forward, I will add the next screen and delete the first screen.  When the user moves back, I will start generating the previous screen and deleting the current screen, so that I am not using up too much memory…  I guess my main concern is just how to make sure I cull the screen etc… depending on the direction where the users moving

I have seen MTE and dusk, but haven’t used them yet… might be an option to have a play with them… have you used them? what are your thoughts?

The sort of game I am looking at is chuck rock… a classic game from the 90s… what sort of platform games have you made? any videos of the game play etc?

Well, I’ll definitely shamelessly plug my new game Crosstown Smash (out now on all major platforms). While I wouldn’t call it a strict platformer, the mechanics are there that I’ll be able to modify the code to support platformer-type gameplay with jumping physics.

Your thinking is on-track as far as scene culling and gfx/physics object maintenance depending on the location of your player. I’m not an expert; you’re better off posing questions about what’s better or worse in the MTE and Dusk forums, to get Dyson and Caleb’s take, respectively. From what I’ve read, the logic behind the culling is different, but they both essentially render the tiles and physics objects completely relative to the location of the player.

It seems to me that it would be easy to accomplish this yourself, and I’ve done a very very small amount of culling logic in Crosstown Smash, but I don’t have Tiled .tmx map support, which is a huge feature of both MTE and Dusk. I think this is the greatest benefit of either option.

Eagle Screech was my first app and again, it could be considered a platformer, but I didn’t use ANY culling logic except for what is supposedly included with Corona (which is not ideal) so performance is an absolute terror. Here’s a link to gameplay from Crosstown Smash, if that gives you any ideas of what can be achieved in Corona with a very rudimentary knowledge of asset culling, physics interaction and enemy AI. Let me know what you think!

https://www.youtube.com/watch?v=ZOs3Ickyo-Q

panc,

Can i just say that looks awesome… well done… 

so are your backgrounds just one image that you keep redrawing on the screen?  How long did it take you?  Yeah this would be another type of game I would love to make…

hows the interest been since the games been out? many downloads?

Glad you like it! I actually uploaded all GFX assets over at opengameart.org under the CC-By-3.0 license, so you can take a look and see exactly what went into making the graphical style. They are basically 450 px wide images that I layered, removed and added depending on the players location in the level. 

This took me about 12-15 months, and I took time off because of life events, as mobile development isn’t my full-time gig at this point.

It’s been out for about 2 weeks so far, but I haven’t started my PR push until this morning, actually. I’ll let you know about interest tomorrow morning. I’m crossing my fingers that people are going to put down Towerfall and pick up Crosstown Smash!