woodrowbarlow / battlearena Goto Github PK
View Code? Open in Web Editor NEWa local multiplayer arena deathmatch platformer game.
License: GNU General Public License v2.0
a local multiplayer arena deathmatch platformer game.
License: GNU General Public License v2.0
It would be cool to have some of this animation polish:
The weapon knockback is very crude. Currently, characters jump back instantly, we want them to be pushed back over a few frames.
For whatever reason, if you're standing or walking at the base of the ladder and you press jump, it won't jump.
see the wiki for details about this weapon.
see the wiki for details about this weapon.
chop up the tileset, create sprites and objects, organize resources, and create the first room.
Currently, falling off the arena means you fall forever. When a player falls off the bottom of the screen, do the following:
Aerie can fly (well, double and triple jump in midair). The physics script needs to support this. This probably involves adding a can_fly
boolean to the stats list.
Pressing up in mid-air while in front of the ladder will grab onto it. Then holding up or down will climb or descend the ladder. Pressing jump while holding the ladder will allow you to jump off.
Ammo pickups for auto rifle, shotgun, acid gun, and seeker rocket.
Semi-solid platforms are ones that you can only land on from above. Pressing down while standing on a semi-solid will drop you down through it.
In the Knoll, these will be the background grass platforms and the bridges.
Need sfx for:
This list will probably be expanded as new stuff is added.
Players can stand on solid platforms and can't walk through walls.
It would be neat if characters actually held their arms out while standing/walking/running/jumping and we drew a gun sprite in their hands, and swapped out the gun sprite when they switch weapons.
Devise our system for supporting multiple input devices. Create scripts to do it all intelligently.
Right now, the character select screen goes straight to the arena without doing anything. Take out that logic and add in functionality.
see the wiki for details about this special.
see the wiki for details about this special.
We want to be able to control movement mid-air (for recovery), but we can make it less controlled.
This probably means acceleration (similar to what we want while running), but with a lower cap.
Add a force that constantly pulls the character down.
Tapping jump moves the player up a certain distance. Don't worry about acceleration / deceleration.
Tapping the jump button should result in a short hop, while holding it slightly longer should result in a full jump.
Jumping looks stuttery because it's linear (there's no acceleration due to gravity). Fix this by adding acceleration and deceleration. This probably involves adding a terminal velocity as well.
Characters sometimes (often) fall through the bridge on the sloped parts.
If a player hits zero HP, they should die. Note that there is not currently anything that deducts HP yet. When a player hits zero HP, do the following:
Jumping animations are a lot more complicated than walking and running. We can't just set the sprite and hit play. We need to manually transition frame by frame: there is a crouch right at the beginning, the next frame is for traveling upward, there is a frame for the apex of the jump, another for traveling downward, and a crouch for when we land.
We also need to distinguish between a standing jump and a running jump. This could also change halfway through the jump: we might start with a standing jump, but then pick up some horizontal speed mid-jump and need to land in a running position.
If we're free-falling (like if we walked off a cliff), we'll just treat that as having passed the apex of the jump already and start the animation at the descending frame.
I want it to take about 5 frames before you reach max speed (that's 0.25 seconds).
see the wiki for details about this special.
Chop it up, create sprites and objects and masks in gamemaker.
Add music to the knoll.
see the wiki for details about this weapon.
We need the logic in place for other animations: dazed, climbing ladder, using special, etc.
see the wiki for details about this weapon.
We need a pause menu. Especially since the game can't be quit now that it's full screen.
Just recolor our placeholder strip and load in all the objects and sprites. The objects for each character should have custom stats for movement speed, jump height, etc.
Needs to show health and lives for each player, list of weapons, amounts of ammo, and which weapon is currently selected.
Move physics code to an external script so that it can be added to characters with a single line.
This involves laying down the groundwork for animations. When standing on solid/semisolid platforms, animations should transition smoothly between idle, walking, and running, based on character movement. They should also face left and right depending on which way the character is moving.
see the wiki for details about this special.
see the wiki for details about this weapon.
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