[請益] 2D橫向卷軸動作遊戲的各種架構
看板GameDesign作者KawasumiMai (魔物を討つ者)時間13年前 (2010/09/22 14:01)推噓14(20推 6噓 80→)留言106則, 28人參與討論串1/2 (看更多)
關於像洛克人或Mario那種遊戲
有幾個問題想要請教
1.平台:
C+似乎是比較多人推薦的,可是對於有物件的東西一開始的宣告不太友善
Flash可直接進行物件建立,可是作出來的遊戲就是會保有Flash的痕跡,選單之類的
GM的話很多東西似乎很死,要作到洛克人X攀牆的技術似乎不太容易,成品也有GM痕跡
那個比較好?還是有推薦的?
2.判定:
上次似乎有問過,拿一個方塊狀物體進行判定
然後將人物貼圖跟蹤那個方塊製造人物假象
這樣判定似乎會好一些?
不過這代表所有的狀態都得另外宣告?
3.狀態:
承上題
以洛克人來說,行走,衝刺,攀牆,發射等等
有各種動作和變化
如果是先用方塊來進行動作的話
意思是得用一個變數來宣告他的狀態,然後進行選擇肢?
像是原地跳,向前跳等等
是要用狀態進行if還是利用按鍵的巢狀if進行判定比較方便?
而且像是撞到牆停止,攀牆下滑,牆壁彈跳
還有彈跳中放開而下墜,或是彈跳中撞到天花板等等
if的先後順序都有點亂
只要寫反了就可能會造成穿牆.....
4.場景:
有一點問題是大多人物在左方開始,走到中間之後換成場景移動
回到某個點時則又變成人物移動
是宣告另外一個變數進行距離記錄?
還是有其他方法?
感覺這東西技術不難
可是光是動作選擇肢的世界樹就令人頭大
有沒有範例可以參考之類的?
還是有經驗的大大可以說一下秘訣?
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