Maybe we should add a category at the beginning, with chapters like hitTesting, _x (no underscore in AS3), _y, variables etc.
And I believe the Vcam messes hitTesting up, big time.
Graphics
Re: NH Platformer Tutorial Collab?
Hittesting would be covered in the sloped ground tutorial.
Platforms and walls don't require the hitTest (AS2), hitTestObject or hitTestPoint (both AS3).
I've never had that problem with the vcam, the only reason I stopped using it was because it made my HUD jitter. But I've never had hitTesting problems.
Platforms and walls don't require the hitTest (AS2), hitTestObject or hitTestPoint (both AS3).
I've never had that problem with the vcam, the only reason I stopped using it was because it made my HUD jitter. But I've never had hitTesting problems.
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>:(
Come on, we've got to be quick!
http://www.newgrounds.com/bbs/topic/1084171
http://www.newgrounds.com/bbs/topic/1084171
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Re: >:(
Come on, we've got to be quick!
http://www.newgrounds.com/bbs/topic/1084171
They're really badly organised and their topics are full of spam. I know for a FACT we can do better

Right, I think those topics sound great - can we have one for scoring as well in the basic section? I think that's pretty crucial for beginners to learn, and it's not too tricky.
What about health, too? I know it's only relevant for certain games but maybe it could be a small section which shows how to make a bar shorter / longer according to a variable. Maybe have a whole section on enemies? I'd happily show how to animate them

Hope any of that helps
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Re: Re: >:(
They're really badly organised and their topics are full of spam.
That's because they have more members = more spam. We've only got ourselves. Also, only quality stuff will get in there, I know NewGrounds longer than you do

To be honest, I love Newgrounds. More than this site.
This site's cool, but Newground's my second home
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Re: NH Platformer Tutorial Collab?
The collab on NG won't work. I've worked with him before, we didn't finish, since we all got annoyed with him. He said he would make his own part; "when he got inspiration from ours." So it ended. He's also got alot of collabs running alongside, unless they've ended already.
...
No, those haven't finished yet. Let's beat that guy to it >
Legal to drink!
Re: ...
No, those haven't finished yet. Let's beat that guy to it >
Woot woot!
I'll second that

So, we'll need to finalize the things we'll teach. I'll also do a small section on music + sound effects (audio, basically) if you like because if this tutorial's about making a whole game, then sound can really make it better

What else do we want / don't we want in the tutorial? Woad, I think your list was pretty good although we might need more advanced techniques if anyone is capable of doing them. I'm not very experienced in the coding side of things, so here's my idea of what can be animated / drawn:
Drawing / Animating topics
Basic:
-Shading
Advanced:
-Special Effects
-Drawing characters
-Drawing backgrounds
-Faux 3D (moving closer things faster than things in the distance. More realistic)
-Walk cycle (I've got a good example of this already)
Anyone got any more ideas? I will update this list. We need more basics :/
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Re: NH Platformer Tutorial Collab?
-Faux 3D (moving closer things faster than things in the distance. More realistic)
How does this fit into a platformer?
Enemies are easy to make, and so is the healthbar thing.
In Categories:
Beginner:
Regular platforms.
Sloping Ground (irregular ground that requires the hitTestPoint flag).
Walls.
Player movement.
Player jumping/falling.
Map scrolling WITH the VCAM.
Respawning
Map Boundries
Player actions like sword swipe and shoot bow.
An enemy that can be killed.
How to build levels.
Making a health bar/Hearts for life (zelda style).
Giving player lives
Intermediate:
Map scrolling WITHOUT the VCAM.
Making arrows shot by the player (esp. collision/trajectory).
__Enemy behaviors
_______(WALK, WAIT, TURN).
_______Charge at player when he is in sight.
_______Don't fall off his starting platform (when chasing).
_______Shoot projectile (arrow, bullet) at player when in sight.
Map checkpoints, once you die you return to these.
Wind things that you can jump on and they shoot you up.
Ground that hurts you (spikes, lava).
Platformers really aren't advanced, and I don't know what could be put into the advanced category.
If you've got any ideas of what else could be put please list them, not just, "there should be more".
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Re: NH Platformer Tutorial Collab?
If you've got any ideas of what else could be put please list them, not just, "there should be more".
Sorry, I just don't know much about the coding side of things

That sounds really great that list, very thorough indeed.
Faux 3D can be used for the backgrounds - I use like 3 different layers of background scenery and then put them in order of difference. When you move across the screen, they move at different speeds.
Can also be used in cutscenes, honestly it's a really good tip to know and v easy to do
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Re: NH Platformer Tutorial Collab?
Ohhh, Parallax Scrolling.
Yeah that can be added.
Yeah that can be added.
Bestrafe mich.
Du darfst mein Bestrafer sein!
Der Herrgott nimmt.
Der Herrgott gibt.
Du darfst mein Bestrafer sein!
Der Herrgott nimmt.
Der Herrgott gibt.