Save your one line text file. Open up the Corona Simulator, either by executing the Corona Simulator. Both of these files are in the Corona folder in your applications folder. Before we proceed with our Doodle Jump game, we have to build a sprite sheet. We are going to need to set up a number of physics attributes.
I like to set up these attributes in SpriteHelper, but all the properties are available and can be set in LevelHelper later on. Start up SpriteHelper, and drag all of the sprites into the window. Uncheck crop and hit pack sprites. It will create three files for you — cloudSprites-hd. If you do have LevelHelper, open it up and click the plus in the Project group.
At the bottom of the LevelHelper window find the Game World Size boxes and change the values to 0, 0, , Also, put these values in the Physic Boundaries boxes as well.
Set the gravity to 0, Click the plus next to the scene chooser drop down on the far right side. Choose the cloudSprites. You should now have all your individual sprites loaded in the sprite pane. You can drag the level around by holding the control key down while clicking a dragging. Go to the very bottom of the level. Select all three sprites. We want these clouds to always be in the far background. Using the clone and align tool, make 19 or so clones of all three cloud sprites.
You can set the Y offset to to place one set of clouds for each screen. Go through the screens and lay out the clouds, add some variety, make it look good. When a sprite is locked, it cannot be selected from the layout view. This makes it easier to position other sprites on top of it. Now drag the cloud1, cloud2, and cloud3 sprites into the bottom of the level. Give these sprites the following physic attributes and tags:.
A few things to note here, all the clouds have a z order of That puts them in front of our background clouds, but behind everything else. All the clouds have a category bit of 1. The other attributes to make sure to set are physics type, shape border, and the TAG property.
Once all the properties are set, use the clone tool to create as many of each kind of platform as you need. Also keep in mind the premade level is fully completed so it will already have all the sprites monsters, player, TAGs already set, so some of the LevelHelper sections later on in this tutorial will be already completed.
Now that we have all the clouds included, we can introduce our player. Give him the following properties:. The player is going to collide with cloud platforms, monsters, and with the level ending shape, so he needs a mask bit value of 5 1 and 4. Finally, we need to save our level and generate the code.
This file needs to be regenerated every time we add a new TAG. Delete your current line of code in main. The main. These first three lines will be executed first when we start the Corona Simulator. Now that are file is started and we have the physics running we are going to load the level we created with LevelHelper.
The first line loads the LevelHelperLoader class generated earlier from LevelHelper or in your resources folder , which is similar to import in Objective-C. The next line creates a function, which in Lua is done with the function keyword. Variables and functions in Lua are global in scope by default, if we want to limit the scope to the current function we would include the local keyword.
The second line creates the loader object and populates it with the contents of our level. In Corona we only need a single call to LevelHelper that will create all our display objects and create the associated physics bodies. Corona physics bodies are automatically combined with the their sprites, this makes creating physics based games really easy.
The instantiateObjectsInGroup call takes two parameters, our physics engine object and the display group to load all the display objects into. Or another by a guy who writes he got dumped for playing Doodle Jump too much and then kept on playing as his girlfriend walked away. We have also been really pleasantly surprised by and appreciative of all the great reviews Doodle Jump has been getting in the media.
Why do you think Doodle Jump has been so successful? Igor Pusenjak: It's a combination of things. Being a simple pick-up-and-play type of a game, it is perfectly suited for the device, and the hand-drawn graphics appeal to most of the players.
Additionally, we have been releasing regular updates and have been working hard on innovative ways to promote and market the game. What parts of Doodle Jump are you most happy with? Marko Pusenjak: The score markers for being a fun visual representation of how far other players have managed to get to and for the fact that Doodle Jump was the first game to implement those. I also love the rush you get when the jet pack shoots you up, and always laugh when I pick up the propeller hat.
Manoeuvring your way to jump on top of the monsters and bringing them down is another one of my favourite thrills in the game. Can you say anything about any other games? Marko Pusenjak: We have a couple of new games in the works, but those are still in the very early stages as all our time is currently spent on Doodle Jump.
Thanks to Igor and Marko for their time. You can find out more about what Lima Sky is up to on its website. Comments No comments. Login to to leave a comment Or click here to register Email Password Forgot password? You can change this pass at any time on the "edit profile" link when logged in. Email Got your password?
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Videos What will be the Winning Monetisation Mix in ? See more videos on YouTube. PGBiz on Facebook. Sign Up to get Pocket Gamer Biz in your inbox. It gives you a lot of control, a lot of exercise at the same time without being to strenuous on your body, which is something that's a real consideration when you have a game that you can basically play for hours.
Igor Pusenjak also applies that measured pace and deliberate expansion to Lima Sky's growth, as well. Over the last year or so, the company has begun to grow, as it took over development of the Android and other ports of the game and as the company moves into a new market: licensed products. By , Lima Sky will have overseen the creation of toys, figurines, plush toys and more based on Doodle Jump.
We're really trying to keep the number small, so the whole endeavor feels more like a family, rather than a mass production factory, if you will. Taking input from every member of the team from designers to engineers is part of that familial structure and much easier for a team of nine up from four six months ago than it would be from a team of Pusenjak admits that the smallness goal has its own challenges, and offers the length of time it took Doodle Jump to come out on Xbox as an example.
But he believes, as with the measured pace of development, the trade-offs are worth it. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. By choosing I Accept , you consent to our use of cookies and other tracking technologies.
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