Doodle Land Demo (UPDATED)

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DanielT1985
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Re: Doodle Land Demo (UPDATED w/BYTE-OFF Demo)

Post by DanielT1985 » Fri Mar 15, 2019 8:18 pm

How did you fix the scrolling so it makes the character stay in the middle? I tried doing that for my game, but no luck.
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Mugi
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Re: Doodle Land Demo (UPDATED w/BYTE-OFF Demo)

Post by Mugi » Fri Mar 15, 2019 8:42 pm

scrolling pad values are in user constants
SCROLL_LEFT_PAD
SCROLL_RIGHT_PAD

when adjusting these bear in mind that you have to have ATLEAST the width of your player object between the two margins and NEVER make them overlap, or bad things happen.

the values are pixel values from the left edge of the screen.

0 is left edge, 255 is right edge. 128 is middle.

for example, in my game, the character is 24 pixels wide, and my pad values are 96 and 132. that leaves 14 pixels more than the player's width so 7 pixels per side to move before scroll kicks in. (exact values are determined by the players hitbox, not the sprite so it's a bit off, but you'll get the idea.)
"what are you up to?" "Oh, not much... just... Parallaxing"
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DanielT1985
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Re: Doodle Land Demo (UPDATED w/BYTE-OFF Demo)

Post by DanielT1985 » Fri Mar 15, 2019 8:58 pm

Mugi wrote:
Fri Mar 15, 2019 8:42 pm
scrolling pad values are in user constants
SCROLL_LEFT_PAD
SCROLL_RIGHT_PAD

when adjusting these bear in mind that you have to have ATLEAST the width of your player object between the two margins and NEVER make them overlap, or bad things happen.

the values are pixel values from the left edge of the screen.

0 is left edge, 255 is right edge. 128 is middle.

for example, in my game, the character is 24 pixels wide, and my pad values are 96 and 132. that leaves 14 pixels more than the player's width so 7 pixels per side to move before scroll kicks in. (exact values are determined by the players hitbox, not the sprite so it's a bit off, but you'll get the idea.)
Oh man, 132 is so much better. Thank you so much for this.
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unoscop
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Re: Doodle Land Demo (UPDATED w/BYTE-OFF Demo)

Post by unoscop » Sun Mar 17, 2019 8:26 am

Feels great to play, super catchy music, and the level names are just great! Have to say, the scissors are adorable. :)
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n8bit
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Re: Doodle Land Demo (UPDATED w/BYTE-OFF Demo)

Post by n8bit » Sun Mar 17, 2019 3:19 pm

DanielT1985 wrote:
Fri Mar 15, 2019 8:58 pm
Mugi wrote:
Fri Mar 15, 2019 8:42 pm
scrolling pad values are in user constants
SCROLL_LEFT_PAD
SCROLL_RIGHT_PAD

when adjusting these bear in mind that you have to have ATLEAST the width of your player object between the two margins and NEVER make them overlap, or bad things happen.

the values are pixel values from the left edge of the screen.

0 is left edge, 255 is right edge. 128 is middle.

for example, in my game, the character is 24 pixels wide, and my pad values are 96 and 132. that leaves 14 pixels more than the player's width so 7 pixels per side to move before scroll kicks in. (exact values are determined by the players hitbox, not the sprite so it's a bit off, but you'll get the idea.)
Oh man, 132 is so much better. Thank you so much for this.
Yeah. I just played around with the numbers until it felt right.

Did the same with jump physics and gravity. Just lots of trial and error until the game felt good to control.
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Nesforlife
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Re: Doodle Land Demo (UPDATED w/BYTE-OFF Demo)

Post by Nesforlife » Mon Mar 25, 2019 5:48 am

This demo is awesome!! Can't wait for the full game!
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n8bit
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Re: Doodle Land Demo (UPDATED)

Post by n8bit » Tue Jul 16, 2019 10:37 pm

n8bit wrote:
Thu Mar 07, 2019 3:27 am
UPDATE!

Here is the latest Doodle Land demo!

Doodle Land demo 71619.zip

A few new features/fixes...

- You can now jump through platforms/ground (press down and A to jump down to platform below)
- New "1up notebooks"
- New "Super Crayons" that grant 10 seconds of invincibility
- 1up for every 100 crayons collected
- New bosses!
- Can no longer pause/move during world intros
- "Pause" now displayed on screen when game is paused

Enjoy!
I updated the first post with a new demo. Have fun!
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TakuikaNinja
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Re: Doodle Land Demo (UPDATED)

Post by TakuikaNinja » Wed Jul 17, 2019 12:32 am

n8bit wrote:
Tue Jul 16, 2019 10:37 pm
I updated the first post with a new demo. Have fun!
Looking good so far! Can't wait for the full version!
I would recommend adjusting some enemy placements or implementing the sprite-cycling scripts since there's a few spots with noticeable slowdown, though.
(I've noticed you finally sorted out the title music. thx)
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n8bit
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Re: Doodle Land Demo (UPDATED)

Post by n8bit » Wed Jul 17, 2019 1:45 am

TakuikaNinja wrote:
Wed Jul 17, 2019 12:32 am
n8bit wrote:
Tue Jul 16, 2019 10:37 pm
I updated the first post with a new demo. Have fun!
Looking good so far! Can't wait for the full version!
I would recommend adjusting some enemy placements or implementing the sprite-cycling scripts since there's a few spots with noticeable slowdown, though.
(I've noticed you finally sorted out the title music. thx)
Adjusting enemy placements is still on my to do list...

FYI, I get a lot of compliments on the music. It turned out great! Thanks again!
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TakuikaNinja
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Re: Doodle Land Demo (UPDATED)

Post by TakuikaNinja » Wed Jul 17, 2019 2:13 am

n8bit wrote:
Wed Jul 17, 2019 1:45 am
FYI, I get a lot of compliments on the music. It turned out great! Thanks again!
You're welcome! Feel free to hit me up when you need me again.
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