ewrogers/sgdk-skills

sgdk-platformer

Build and tune side-scrolling SGDK platformers with responsive jumps, slopes, one-way and moving platforms, enemy stomps, power-ups and hidden passages.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/ewrogers/sgdk-skills --skill sgdk-platformer

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

SGDK Platformer

Start with a short course that proves the movement feels right. A character that jumps well in an empty room can still feel awkward beside ledges, low ceilings, moving platforms and enemies.

Use these patterns to solve platformer mechanics and hardware constraints. The lab’s art, music, mood and tuning illustrate one game; they do not prescribe another game’s style or feel. Follow the project’s creative direction.

Choose a starting point

time, buffering, slopes, one-way platforms and moving-platform ownership.

hoppers, flyers, guarded enemies, stomps, charge moves and secrets.

native pixel art, VRAM/DMA ownership and performance checks.

scrolling course, original art/music, controls and a playtest checklist.

The example implements its own physics in ordinary C. SGDK supplies input, fixed-point formats, map/sprite rendering, audio and frame processing; it does not supply this platformer controller. Use ewrogers/sgdk:latest, pull it before building, and inspect the selected SDK headers before using an unfamiliar API. The integration reference was checked against SGDK 2.11.

Build the feel before the content

Agree on responsive movement versus momentum, jump height/time, air control, stomp behavior and available abilities. Make tuning values easy to change. Use small hitboxes that match the intended contacts, not every decorative pixel. Keep movement coordinates independent of the camera.

Take one cached input snapshot per display frame. Give press edges to one simulation step; held input can feed every step. Keep the simulation bounded. If PAL uses two updates on some frames, test that case, including collision, input edges, animation, cooldowns and audio event aggregation. A nominal clock does not recover time lost when the game misses its hardware deadline.

Resolve solid terrain before enemy interactions. Use half-open footprints, previous feet and descending motion to distinguish a stomp from a side hit. Test ceilings, wall corners, maximum dash speed, slope transitions and landing on a platform at the same height as another surface. Define what happens when a platform cannot carry its rider instead of silently pushing through a wall.

Make abilities readable

A power should change both gameplay and presentation. Show equipped boots, charge progress and a distinct ready cue. Tell the player when armor is open or dangerous. Reveal secret cover in both the rendering and saved game model; keep its visual tiles separate from solid collision.

Use a small fixed roster/pool appropriate to the game. Every enemy should have a bounded update and a defined retirement/reset rule. Separate damage invulnerability from enemy state so a stunned, guarded or falling enemy does not accidentally become harmless or harmful for unrelated reasons.

Validate the actual course

Run executable model tests for jump windows, one-way crossings, moving support, stomps, invulnerability, ability limits and checkpoint recovery. Include a long collision-safe run and target-code checks for important arithmetic. Then build and play the optimized ROM: confirm controls, telegraphs, streaming, sound and frame rate. Compilation and host tests cannot establish Mega Drive timing.

Core skills such as sgdk-input, sgdk-levels, sgdk-math, sgdk-graphics, sgdk-audio and sgdk-performance can help when installed. They are optional; this skill's lab and references do not depend on sibling folders.

관련 작업

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