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Step 4: Levels and Physics

 

02-08-08 03:04 PM
Davideo7 is Online
| ID: 60372 | 1243 Words

Davideo7
Level: 351


POSTS: 5685/45323
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CP: 191374.6
VIZ: 121538349

Likes: 0  Dislikes: 0
Graphics for the levels will come at a later point. Also, the level select screen is to come at a later point also.


There will be a level for each character of the game and the levels will be based on the game that they are from.


There will be multiple types an object can be. The type determines how the characters respond to the object.

NOTE: For all the blocks which reappear after a certain amount of time, when its time for them to reappear and there is a character in the spot which it’d appear, that block will wait until that person is atleast 10 or more pixels away from that block before reappearing.


Here are the different object types
Hard Platform – Usually the very bottom platform that the characters can stand on; usually the ground.
The character cannot go thru this ever by jumping beneath it or above it. Bullets also cannot pass thru this (but bouncing bullets can bounce on it).

Floating Platform – Usually a platform which is in the air and can have ladders connected to it
The character can jump thru it by standing on it and pressing jump and down at the same time which causes the character to jump down to the platform below it. The character can also jump up from the below platform to this one by going thru this platform. Bullets cannot pass thru this (but bouncing bullets can bounce on it).

Block –
A block in the air which turns into a different graphic once you hit it (in adventure mode this would give you Viz (aka points) but that is for a future update to this game)

Item Block – Block which contains an item
A block in the air which reveals an item that pops out the top of it when you hit this item; the graphic of this block will than change and you wont be able to hit it again for an item. After a specified time or time range (for example, 30 seconds or a random time between 15 – 60 seconds), the block may appear hittable again and the item will be within it again. Additionally, I want to be able to specify wheather the item comes out the top or if it just gets applied to character automatically (like the ‘Breakable Item Block’).

Breakable Block – Shatters when hit
This block will break open (by displaying an animation) and no longer be there. If specified, this block will reappear again at either a specific number of seconds or a random range of seconds.

Breakable Item Block –
If you hit this block, the item is automatically applied to your character. The item does not appear in anyway. After hitting this block, it disappears and will reappear randomly between 30 – 90 seconds (this is random; I would also like to specify the seconds depending on item).

Ladder – Used to let the character climb up or down to the above or below platform
If the character is standing right in front of a ladder and they press up, they begin to climb. The character can press up to climb up or down to climb down. Once they are at the very top they automatically go to their standing stance on the top platform; same applies for if they approach very bottom of ladder. The character can hold run button to move up or down the ladder at double the speed; this uses up just as much energy as running down. The speed at which a user climbs up or down is the same speed that they walk at. Additionally, a character can jump off a ladder by pressing the jump button.

Bad Guy – Computer controlled characters that walk back and forth which hurt on contact
Walks around randomly either left or right (and switches which way he goes after hitting a wall or until he falls off an edge or is killed). If you destroy him, he *may* turn into an item (i’d want to specify whether he turns into an item or not and what item). Depending on bad guy, you may be able to jump directly on top of him to hurt him, I want to be able to specify whether this is possible. I also want to be able to specify how much damage he does when he touches you and how fast he moves. It only takes one hit to kill him (he’ll just disappear by fading away) and he does not shoot anything. This guy will only have 2 animations, a walk right animation and a walk left animation, both which will probably be 5 frames each; also when he gets hit, he stops moving all together. Lastly, I want to be able to specify whether he starts out on the level, if he falls from sky (at a random location each time; would want to be able to specify a range of how often; also would only fall from sky at a spot which he’d land on a surface) or both. When these guys die, if they are jumped on, they will reduce to horizontally 25% and than disappear (this only is for characters that can jump on people to hurt them and when that character jumps on them, they bounce into the air just like if they were jumping; additionally I want to be able to choose whether the character can be jumped on or not). Additionally I want to be able to choose how they appear to die when shot; either they will go straight up about 50 pixels, flip upside down and than fall straight down off the screen, or they will disappear by fading.

Hazardous Object – This hurts you if you touch it
Basically an object that hurts you if you touch it. This would most likely be spikes, but could be other stuff too. I want to be able to specify how much damage it does to the character if they come in contact with this object. Also, the character can only get hurt by this object once per a second, so if they touch it, I want the character to blink to a transparency of 50% a few times for a second. Once they are done blinking and are still in contact or make contact again with this hazardous object, they get hurt again.

Behind Character Object – An object which appears behind characters
This object will move with the rest of the objects when character scrolls the screen (except background). This object appears behind character and it’s placement does not affect character at all; for example, character can run thru it, jump thru it, etc…

In Front of Character Object – An object which appears in front of characters
This object will move with the rest of the objects when character scrolls the screen (except background). This object appears in front of character and it’s placement does not affect character at all; for example, character can run thru it, jump thru it, etc…

Background Object – These are graphic which appear in background
These graphics are in the background and do not scroll with the rest of the objects on the level; these scroll at half the rate of other objects. These graphics do not affect character at all and are basically just scenery which do not affect anything.

(more content comming soon)


DEMONSTATION IN NEXT POST
Graphics for the levels will come at a later point. Also, the level select screen is to come at a later point also.


There will be a level for each character of the game and the levels will be based on the game that they are from.


There will be multiple types an object can be. The type determines how the characters respond to the object.

NOTE: For all the blocks which reappear after a certain amount of time, when its time for them to reappear and there is a character in the spot which it’d appear, that block will wait until that person is atleast 10 or more pixels away from that block before reappearing.


Here are the different object types
Hard Platform – Usually the very bottom platform that the characters can stand on; usually the ground.
The character cannot go thru this ever by jumping beneath it or above it. Bullets also cannot pass thru this (but bouncing bullets can bounce on it).

Floating Platform – Usually a platform which is in the air and can have ladders connected to it
The character can jump thru it by standing on it and pressing jump and down at the same time which causes the character to jump down to the platform below it. The character can also jump up from the below platform to this one by going thru this platform. Bullets cannot pass thru this (but bouncing bullets can bounce on it).

Block –
A block in the air which turns into a different graphic once you hit it (in adventure mode this would give you Viz (aka points) but that is for a future update to this game)

Item Block – Block which contains an item
A block in the air which reveals an item that pops out the top of it when you hit this item; the graphic of this block will than change and you wont be able to hit it again for an item. After a specified time or time range (for example, 30 seconds or a random time between 15 – 60 seconds), the block may appear hittable again and the item will be within it again. Additionally, I want to be able to specify wheather the item comes out the top or if it just gets applied to character automatically (like the ‘Breakable Item Block’).

Breakable Block – Shatters when hit
This block will break open (by displaying an animation) and no longer be there. If specified, this block will reappear again at either a specific number of seconds or a random range of seconds.

Breakable Item Block –
If you hit this block, the item is automatically applied to your character. The item does not appear in anyway. After hitting this block, it disappears and will reappear randomly between 30 – 90 seconds (this is random; I would also like to specify the seconds depending on item).

Ladder – Used to let the character climb up or down to the above or below platform
If the character is standing right in front of a ladder and they press up, they begin to climb. The character can press up to climb up or down to climb down. Once they are at the very top they automatically go to their standing stance on the top platform; same applies for if they approach very bottom of ladder. The character can hold run button to move up or down the ladder at double the speed; this uses up just as much energy as running down. The speed at which a user climbs up or down is the same speed that they walk at. Additionally, a character can jump off a ladder by pressing the jump button.

Bad Guy – Computer controlled characters that walk back and forth which hurt on contact
Walks around randomly either left or right (and switches which way he goes after hitting a wall or until he falls off an edge or is killed). If you destroy him, he *may* turn into an item (i’d want to specify whether he turns into an item or not and what item). Depending on bad guy, you may be able to jump directly on top of him to hurt him, I want to be able to specify whether this is possible. I also want to be able to specify how much damage he does when he touches you and how fast he moves. It only takes one hit to kill him (he’ll just disappear by fading away) and he does not shoot anything. This guy will only have 2 animations, a walk right animation and a walk left animation, both which will probably be 5 frames each; also when he gets hit, he stops moving all together. Lastly, I want to be able to specify whether he starts out on the level, if he falls from sky (at a random location each time; would want to be able to specify a range of how often; also would only fall from sky at a spot which he’d land on a surface) or both. When these guys die, if they are jumped on, they will reduce to horizontally 25% and than disappear (this only is for characters that can jump on people to hurt them and when that character jumps on them, they bounce into the air just like if they were jumping; additionally I want to be able to choose whether the character can be jumped on or not). Additionally I want to be able to choose how they appear to die when shot; either they will go straight up about 50 pixels, flip upside down and than fall straight down off the screen, or they will disappear by fading.

Hazardous Object – This hurts you if you touch it
Basically an object that hurts you if you touch it. This would most likely be spikes, but could be other stuff too. I want to be able to specify how much damage it does to the character if they come in contact with this object. Also, the character can only get hurt by this object once per a second, so if they touch it, I want the character to blink to a transparency of 50% a few times for a second. Once they are done blinking and are still in contact or make contact again with this hazardous object, they get hurt again.

Behind Character Object – An object which appears behind characters
This object will move with the rest of the objects when character scrolls the screen (except background). This object appears behind character and it’s placement does not affect character at all; for example, character can run thru it, jump thru it, etc…

In Front of Character Object – An object which appears in front of characters
This object will move with the rest of the objects when character scrolls the screen (except background). This object appears in front of character and it’s placement does not affect character at all; for example, character can run thru it, jump thru it, etc…

Background Object – These are graphic which appear in background
These graphics are in the background and do not scroll with the rest of the objects on the level; these scroll at half the rate of other objects. These graphics do not affect character at all and are basically just scenery which do not affect anything.

(more content comming soon)


DEMONSTATION IN NEXT POST
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 15 days
Last Active: 4 min.

(edited by Davideo7 on 02-14-08 12:33 PM)    

02-14-08 12:32 PM
Davideo7 is Online
| ID: 60504 | 672 Words

Davideo7
Level: 351


POSTS: 5705/45323
POST EXP: 3473262
LVL EXP: 812541560
CP: 191374.6
VIZ: 121538349

Likes: 0  Dislikes: 0
Here is an example as to how big the ordinary levels will be (there will be large stages which will be 2 or 3 times bigger but they wont be available to begin with).
As you'll see, this also demonstrates a few concepts using Mario. This is just a demonstration and doesn't accurately reflect how high mario can jump or how fast he can run.

https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/SuperMarioWorldLevelTest-animate.html
(note: boxes at top are place holders for character health/energy and for timer; bottom is for chattin)

Here are details about what's going on with each:

1) First off, you'll see that mario appears behind the bush (but mario at position 6 is in front); I want to be able to make some objects that do not affect the character at all to be either front or back at my choice. This is mario climbing up the vines and simply gettitng off. Also note that he climbs right thru a "Floating Platform".

2) Mario first starts walking, than he runs. For mario, he will have slow acceleration and I tried to show that in the animation but it's obviously not 100% accurate. Also notice how he runs over a gap which appears to be big enough for him to fall thru; the idea behind this is, as long as a character is running, if a gap just as wide as the character, the character will run right over it. If he had been just walking, he would have fallen thru. Also, a smaller character who would be thinner than mario would have fallen thru even if they were running, this running over gaps concept only works if the gap is just as wide as teh character (or very close). Next you see mario jump, everyone has some sort of hang time like you can see with mario here; some characters will have long hangtime and really long hangtime which would mean they'd float in the air longer. Also note that when he starts going downward he switches to a falling graphic.

3) Mario jumps up to hit the item block. When the item block gets hit, it jumps by 2 pixels and than back down, than an item rises out. In this example, a mushroom rose out (it's type is "run"), which randomly chose a direction to move (in this example right), and fell with sort of a float and than kept moving right, hit a wall, and turned around to go left. As soon as it touched mario, it disapeared. The item block than appeared back after a certain amount of time (on the levels it'd take a lot longer to do this and also I'd want to be able to specify how long it'd take and if it's a random amount of time between 2 numbers). Also, if it had been a flower, the flower would have rose and just sat there until someone got it. I will want to be able to specify what comes out of the item block, and also be able to choose between 2 items that can randomly come out. NOTE: Only some characters can jump up to hit these blocks with their head, some characters can only hit them by shooting at them.

4) Mario jumps over a "Floating Platform" and stands on it. And than the user has to hold the down arrow and press jump, and mario would than jump down, as seen in the animation.

5) Mario walks off the edge. With gravity, when a character is falling, the speed at which they fall increases as seen in demonstation.

6) Mario jumps up to hit a Breakable Block. For some blocks, they will have an animation appear such as bricks flying everywhere (and then disapear) after the block has been hit (of course once the bricks start flying everywhere, this animation is on top of everything and does not affect anything). NOTE: Only some characters can jump up to hit these blocks with their head, some characters can only hit them by shooting at them.
Here is an example as to how big the ordinary levels will be (there will be large stages which will be 2 or 3 times bigger but they wont be available to begin with).
As you'll see, this also demonstrates a few concepts using Mario. This is just a demonstration and doesn't accurately reflect how high mario can jump or how fast he can run.

https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/SuperMarioWorldLevelTest-animate.html
(note: boxes at top are place holders for character health/energy and for timer; bottom is for chattin)

Here are details about what's going on with each:

1) First off, you'll see that mario appears behind the bush (but mario at position 6 is in front); I want to be able to make some objects that do not affect the character at all to be either front or back at my choice. This is mario climbing up the vines and simply gettitng off. Also note that he climbs right thru a "Floating Platform".

2) Mario first starts walking, than he runs. For mario, he will have slow acceleration and I tried to show that in the animation but it's obviously not 100% accurate. Also notice how he runs over a gap which appears to be big enough for him to fall thru; the idea behind this is, as long as a character is running, if a gap just as wide as the character, the character will run right over it. If he had been just walking, he would have fallen thru. Also, a smaller character who would be thinner than mario would have fallen thru even if they were running, this running over gaps concept only works if the gap is just as wide as teh character (or very close). Next you see mario jump, everyone has some sort of hang time like you can see with mario here; some characters will have long hangtime and really long hangtime which would mean they'd float in the air longer. Also note that when he starts going downward he switches to a falling graphic.

3) Mario jumps up to hit the item block. When the item block gets hit, it jumps by 2 pixels and than back down, than an item rises out. In this example, a mushroom rose out (it's type is "run"), which randomly chose a direction to move (in this example right), and fell with sort of a float and than kept moving right, hit a wall, and turned around to go left. As soon as it touched mario, it disapeared. The item block than appeared back after a certain amount of time (on the levels it'd take a lot longer to do this and also I'd want to be able to specify how long it'd take and if it's a random amount of time between 2 numbers). Also, if it had been a flower, the flower would have rose and just sat there until someone got it. I will want to be able to specify what comes out of the item block, and also be able to choose between 2 items that can randomly come out. NOTE: Only some characters can jump up to hit these blocks with their head, some characters can only hit them by shooting at them.

4) Mario jumps over a "Floating Platform" and stands on it. And than the user has to hold the down arrow and press jump, and mario would than jump down, as seen in the animation.

5) Mario walks off the edge. With gravity, when a character is falling, the speed at which they fall increases as seen in demonstation.

6) Mario jumps up to hit a Breakable Block. For some blocks, they will have an animation appear such as bricks flying everywhere (and then disapear) after the block has been hit (of course once the bricks start flying everywhere, this animation is on top of everything and does not affect anything). NOTE: Only some characters can jump up to hit these blocks with their head, some characters can only hit them by shooting at them.
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 15 days
Last Active: 4 min.

(edited by Davideo7 on 02-14-08 12:40 PM)    

02-14-08 01:50 PM
is Offline
| ID: 60506 | 124 Words


JigSaw
Level: 164


POSTS: 174/7936
POST EXP: 584185
LVL EXP: 57458183
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
Everything looks fine so far. The part that seems a bit off is the #2 one. While he is in the air it seems like halfway through he hits an invisible ceiling or something. Although it still works great. Not really a big deal... I also noticed you have the green tube thing in there. I would probably add one to the left and when they go in it they transport to the other one. Other then that it is looking AWESOME!!! If you had a sky in the background moving that would really make this perfect. Another thing you forgot to add is attacks so we can see what it will look like then a player get's hurt or hurts another. Nice work!
Everything looks fine so far. The part that seems a bit off is the #2 one. While he is in the air it seems like halfway through he hits an invisible ceiling or something. Although it still works great. Not really a big deal... I also noticed you have the green tube thing in there. I would probably add one to the left and when they go in it they transport to the other one. Other then that it is looking AWESOME!!! If you had a sky in the background moving that would really make this perfect. Another thing you forgot to add is attacks so we can see what it will look like then a player get's hurt or hurts another. Nice work!
Vizzed Elite
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Affected by 'Laziness Syndrome'

Registered: 04-06-06
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02-14-08 02:04 PM
Davideo7 is Online
| ID: 60507 | 142 Words

Davideo7
Level: 351


POSTS: 5707/45323
POST EXP: 3473262
LVL EXP: 812541560
CP: 191374.6
VIZ: 121538349

Likes: 0  Dislikes: 0
Regarding #2 - I know what you mean, it does appear that way and in the real game it'd be a lot smoother than that, I just did a bad job of animating that demonstation.

AWSOME idea about the Tube, didn't even think of that For this level I wont have that because it throws off the design of the level, but for other "Super Mario World" levels, I'm definitely going to consider having that tube teleportation idea (probably a future release).

I'll have to work on giving a demonstration of attacks. For the background, I still haven't got the background graphics. For this level the background would only move when the player moves, and the background would move at half the speed as the midground the player is on, to make it appear as though the background is far away.
Regarding #2 - I know what you mean, it does appear that way and in the real game it'd be a lot smoother than that, I just did a bad job of animating that demonstation.

AWSOME idea about the Tube, didn't even think of that For this level I wont have that because it throws off the design of the level, but for other "Super Mario World" levels, I'm definitely going to consider having that tube teleportation idea (probably a future release).

I'll have to work on giving a demonstration of attacks. For the background, I still haven't got the background graphics. For this level the background would only move when the player moves, and the background would move at half the speed as the midground the player is on, to make it appear as though the background is far away.
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 15 days
Last Active: 4 min.

02-15-08 03:13 PM
is Offline
| ID: 60532 | 25 Words


JigSaw
Level: 164


POSTS: 175/7936
POST EXP: 584185
LVL EXP: 57458183
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
What are those boxes suppose to be at the top of the level? Also are all the levels going to be mario related in look?
What are those boxes suppose to be at the top of the level? Also are all the levels going to be mario related in look?
Vizzed Elite
PHP Developer, Security Consultant

Affected by 'Laziness Syndrome'

Registered: 04-06-06
Location: Area 51
Last Post: 1746 days
Last Active: 1740 days

02-15-08 03:45 PM
Davideo7 is Online
| ID: 60534 | 77 Words

Davideo7
Level: 351


POSTS: 5713/45323
POST EXP: 3473262
LVL EXP: 812541560
CP: 191374.6
VIZ: 121538349

Likes: 0  Dislikes: 0
As seen in my message below the url to that demonstation
(note: boxes at top are place holders for character health/energy and for timer; bottom is for chattin)

Those boxes will show each user in the game, their character score/lives, health, and energy.

Nope, each character will have a level based on the game they are originally from. So basically, each level will have a different look with different graphics and possibly even a few different elements.
As seen in my message below the url to that demonstation
(note: boxes at top are place holders for character health/energy and for timer; bottom is for chattin)

Those boxes will show each user in the game, their character score/lives, health, and energy.

Nope, each character will have a level based on the game they are originally from. So basically, each level will have a different look with different graphics and possibly even a few different elements.
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 15 days
Last Active: 4 min.

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