Prince Of Persia Dot Net (princeofpersia.net)
Blog for tracking the development of Prince Of Persia dot net, basically a dot.net porting of the famous Prince Of Persia game.
Tuesday, 23 December 2014
Tuesday, 4 November 2014
Jump And Hang
Finally i have finished (with some little bug) the Jump and Hang Kid action!
In this commit (on source repository)
>JUMP and HANG
> RUNJUMP x and y alignement like the original game
> STANDJUMP x and y alignement like the original game
> New TypeCommand in sequence xml, FUNCTION_BOOL it can call in reflection a Method or Property with bool return type.
It used in STANDJUMP kid sequence for determine if when kid make a standing jump if LAND over platform or fall. If true CALL SJLAND or false call STEPFALL.
Syntiax : <parameter>function_name|true =call sequence|false=call sequence</parameter>
<Frame>
<type>COMMAND</type>
<name>FUNCTION_BOOL</name>
<parameter>IsNextTileGround|SJLAND|STEPFALL</parameter>
<stoppable>false</stoppable>
</Frame>
In this commit (on source repository)
>JUMP and HANG
> RUNJUMP x and y alignement like the original game
> STANDJUMP x and y alignement like the original game
> New TypeCommand in sequence xml, FUNCTION_BOOL it can call in reflection a Method or Property with bool return type.
It used in STANDJUMP kid sequence for determine if when kid make a standing jump if LAND over platform or fall. If true CALL SJLAND or false call STEPFALL.
Syntiax : <parameter>function_name|true =call sequence|false=call sequence</parameter>
<Frame>
<type>COMMAND</type>
<name>FUNCTION_BOOL</name>
<parameter>IsNextTileGround|SJLAND|STEPFALL</parameter>
<stoppable>false</stoppable>
</Frame>
Sources updated and clickone and binary windows on codeplex.
Saturday, 25 October 2014
Some new fixes - Source updated
I have fixed some routines on HandleCollisionTiles and i compare the kid collision with the original Prince Of Persia.
Fixed and new Implementetions:
- CheckGround : rewrited the routine
- WallCollision : completed the handle collision with walls, there are two limit, near and attached
- Chomper : rewrited the chomper collision and dead fall
- PlatformEdge : kid now can move at edge's limit, shift + movement.
- New xml structure : theres a third xml level's structure, it will be used on next PoP net version. For now the new structure is called PoN.
Indevelopment :
- CallFunctionAndProperty : in sequences, now there's a new "command" FUNCION_type, it will be usefull for determine the right action, directly in xml.
For example:
Kid make a stand jump, at the end of the sequence it calls the property IsOnGround, if true kid is over a platform, the sequence call the SJLAND for land over it, but if not present (false) the sequence call the STEPFALL for falling action.
- JumpAndGrab : i will use the new command for determine when falling if theres a edge platform for hang.
I have notice some different kid action and distances from the "original" kid msdos version.
How many shift pixel is composed the kid "running jump" ?
It' s difficult for me grab the screen and compare the kid position between PoP.ne
Could someone tell me how many pixel Kid is moved ? (for stand jump, runningjump etc..)
- Complete the LoadLevel for the PoN xml struture
In mean while the source repository was updated!
Fixed and new Implementetions:
- CheckGround : rewrited the routine
- WallCollision : completed the handle collision with walls, there are two limit, near and attached
- Chomper : rewrited the chomper collision and dead fall
- PlatformEdge : kid now can move at edge's limit, shift + movement.
- New xml structure : theres a third xml level's structure, it will be used on next PoP net version. For now the new structure is called PoN.
Indevelopment :
- CallFunctionAndProperty : in sequences, now there's a new "command" FUNCION_type, it will be usefull for determine the right action, directly in xml.
For example:
Kid make a stand jump, at the end of the sequence it calls the property IsOnGround, if true kid is over a platform, the sequence call the SJLAND for land over it, but if not present (false) the sequence call the STEPFALL for falling action.
- JumpAndGrab : i will use the new command for determine when falling if theres a edge platform for hang.
I have notice some different kid action and distances from the "original" kid msdos version.
How many shift pixel is composed the kid "running jump" ?
It' s difficult for me grab the screen and compare the kid position between PoP.ne
Could someone tell me how many pixel Kid is moved ? (for stand jump, runningjump etc..)
- Complete the LoadLevel for the PoN xml struture
In mean while the source repository was updated!
Wednesday, 17 September 2014
Handle Collision and Check if on Ground
I'm rewriting some routines on player handle collisions and check if on ground,
for make the jump and hang routine.
I have added the <raised> tag on frame collection into the sequence format
for make the jump and hang routine.
I have added the <raised> tag on frame collection into the sequence format
Wednesday, 10 September 2014
Prince Of Persia - New Release
On source repository in Download section,
i have released the windows, linux and clickonce binary release
Features:
- touchcontrol
- loading content %
- font linux fix
- preview of chomper or slicer
i have released the windows, linux and clickonce binary release
Features:
- touchcontrol
- loading content %
- font linux fix
- preview of chomper or slicer
Friday, 29 August 2014
Touch Control PoP.net
Somenew features:
-> experimental Touch Control on device
-> full screen in all devices
-> some code oprimization, for loading content
A little preview
-> experimental Touch Control on device
-> full screen in all devices
-> some code oprimization, for loading content
A little preview
Thursday, 28 August 2014
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