honeyp0t / birdwatching-simulator-2018

Bird Watching Simulator 2018 is a realistic adrenaline inducing ornithology game where you assume the role of a man on a quest to photograph as many birds as possible.
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Now able to walk around the tower and see frenchfrycounter #7

Open PontusNyberg opened 5 years ago

PontusNyberg commented 5 years ago
honeyp0t commented 5 years ago

My notification settings were bonked so I didn't see your pr.

Will look at this later but I'm not sure we want to show a counter for fries

PontusNyberg commented 5 years ago

ah okey. I just saw that we had a max count on them at 100 so i thought it would be nice to see how many we can throw, but it should actually be in reverse instead of counting upward as of now. But maybe it's not necessary at all. You can't really throw 100 fries in 10 secs anyway ;)

I don't really like how the movement work right now, i rather have collision detection on the actual tower but i guess this works for now. I don't now if the tower edges is a bit too high or if it only should be possible to look for birds up above the tower or straight out from it.

honeyp0t commented 5 years ago

The 100 limit is maximum number of fry objects allowed I think, but now we are removing old fries, so that limit is a technical limit and not part of a gameplay mechanic.

I tried this PR out and I think we should add a cooldown for how often left/right can be pressed, so the guy isn't running so fast, similar to how timeSinceThrowFries works but with much lower threshold (100 ms or so?)

PontusNyberg commented 5 years ago

Ah nice!

more arcade like? Could work, but i think we need to be careful so it doesn't feel like it's laggy.

honeyp0t commented 5 years ago

Gustav told me he is working on an implementation of player movement, with physics interaction, so might wanna keep this on hold for a while

phlogios commented 5 years ago

No no no, go ahead! If my system turns out to be better than this one we can switch to it but there is no guarantee

phlogios commented 5 years ago

Check out this one http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/

My approach is to either make a tile-based action-platformer movement system (number 2) or physics-based platformer movement system (number 4), but I'm nowhere close to finishing. I've made a basic controller that supports walking around with acceleration, deceleration by ground friction, air friction and Super Mario Bros style (but not as nice) jumping where you can hold the jump button to jump higher. I have very basic collision support but it's not done or even correct. You can push fries though.

PontusNyberg commented 5 years ago

Your solution is a better way to do it and the way to do it! I made this to get something started because i thought we had nothing ongoing :)

It feels like number 4 would fit good with Love2D but number 2 is much much easier to implement. That's some great work!