My Allegro C++ Platform Game

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Uploaded by on Oct 6, 2009

Hello! This is the first two levels of my platform game done for a class project in 4 weeks in Allegro C++.

Graphics were taken from the internet and Megaman and altered, music is from Final Fantasy VI and Donkey Kong Country 2, and sound effects are from The Legend of Zelda 3: A Link to the Past.

Youtube only accepts videos at 30 frames a second, so be aware that when the player is hit or the player picks up the "I" invincibility powerup, he blinks from invisible to visible 60 times a second. These means that when Youtube converts it from 60 to 30 frames a second, the player looks like he is either a.) always visible or b.) always invisible. So keep that in mind when you see the player randomly disappear, or go through enemies. The player can go through enemies for a bit when he is invincible or he has just been hit by an enemy.

If you like this video, check out the next one, in which the third level is played... it is a very difficult game, haha.

The game was made with Allegro C++ in 4 weeks for Dave Alger's Game Development 2 class at Tyler Junior College.

Don't comment about glitches. I am already aware of all glitches apparent in the game such as the badguys jumping off screen and the misjump on the spring. This was done in 4 weeks and is by no means complete or perfect.

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Uploader Comments (Falciase)

  • nice game thats very impressive

    how long have you been learning c++?

  • @JakobRobert00

    At the point that I made this game, I was probably about two months in.

  • Do you know how to program a level to automatically scroll? I know how to program it to scroll with the player...But I've been bashing my brain trying to figure out how to make it scroll automatically.

  • @adamrothraisdead

    Well, think about this then-- you have the camera's x value set at the player's x value minus half the screen width, right? So, instead of making the camera's x value dependent on the player's x value, make it an integer that automatically increments by, say, 1 pixel for every game loop. Then the camera would automatically scroll to the right.

  • what libraries and file types did you use for the map handling? unless you hard coded each tile?

  • @TotalJargon

    Building the map was simply a matter of reading a two dimensional array of integer values. 0 stood for nothing, 1 stood for a solid block, 2 stood for a checkpoint, 3 for coin, 4 for badguy1, etc etc... I had a loadlevel function that had a loop that went through the level array, placing new objects for every nonzero value in the array at 32 pixel intervals. There were two loops nested in each other, one for the x values of the array, and one for the y values... Hope this helps!

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  • This looks great, how did you ever make such a nice game only 2 months into C++?

  • MAN!!! actually the game seems pretty fun lol! so, have you ever used sdl? do you like allegro more than sdl?

  • @Falciase wow thats amazing

  • @Falciase This is where I facepalm and wonder how I didn't figure that out myself. Thanks.

  • @noobgy I use a vector that dynamically adds a bullet object each time one is shot and dynamically removes it when it hits.

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