Posts Tagged ‘platformer’
Hello everyone. This is my entry for the Ludum Dare 48. I wanted to create a platformer where dying let you travel through dimensions. Then see yourself moving around and being able to use yourself as a block.
Aside from that I also wanted to add typical platformer items such as platforms, falling blocks, some enemies… but I didn’t have enough time Therefore I focused a bit more on Level design and added some levels that shoudl take you some time to solve.
I’m done. I’m tired. But most importantly, I’m happy. This was the best. Please play and please vote for your favorite game on LD30. Many games were awesome. Thanks LD for the opportunity. You guys and the devs rock!
You can play the game on Game Jolt – http://gamejolt.com/games/platformer/ian-sync/33053/
or visit my page on LudumDare - http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=31330
Now for some shut eye…. #yaaaawwwwn.
So thanks to the code I posted, I was able to get done in 2 hours what would’ve probably taken me four. Got basic game mechanics in, most of the art is done and I prepared some SFX with BFXR to top it off.
Superb progress in comparison to the last time I participated, where I only barely managed to get an idea and set up an ultra-basic template for it. Can’t wait for tomorrow!
Straight to the point, these are some scripts I wrote in C# for Unity 2D stuff that I’ll be using – feel free to use them any way you want.
This script is ment to make creating platformer scenes a bit easier. Assign it to the tile you are using and then give it six sprites for said tile – it will detect nearby tiles and automatically select the appropriate sprite to use, then rotate as needed so that you can place tiles and leave it to the rest.
Pretty self-explanatory, this is a simple script to act as a sort of 2D CharacterController for the player. Comes with a debugging option. Requires a trigger collider to detect whether or not the player is on the ground.
Also rather self-explanatory. Simple script that doubles as very basic A.I. and physics handler for enemies. Physics is nigh-identical to player physics. Also includes debugging option and also needs a trigger collider.
Decent health script I wrote for whatever needs it. EnemyLogic will need this to deal damage properly to the player properly. Includes logic for invulnerability periods after getting hit. Debugging on this will only display health in the console.
This is The Devil’s Magnificent Return, an entry LD29:
While away in Sanctuary, a demon took over Hell. Play as the Devil, and claim hell back.
What went well
There were two things that I wanted to do primarily when preparing for Ludum Dare, testing out Free Writing, and working with the 2D tools in Unity.
For the first task, I wanted to see if I could come up with a game idea with given a topic, which is something that I think gets me sometimes; I mean, I don’t have troubles coming up with new ideas, but they usually just pop out of nowhere, unless it’s playing guitar, I don’t sit down to write or come up with ideas for games, I just do the one that randomly popped into my head some time ago… But this time I wanted to do it differently and for it I used the Free Writing technique, which on the Broken Age documentary Tim Schafer mentioned he used, and decided to give it a shot, and it worked incredibly well. If you have ever had a problem with the “blank page syndrome”, this technique is totally awesome. It’s my first time using it, and I loved it, it gets you going and writing, and before you know it, ideas start flowing. Again, loved it. And I think the idea I had for the game was pretty cool. I haven’t seen other entries taking place in hell, so I think it was creative (or terrible enough that no one else wanted to do it :P).
For the second, I wanted to do stuff in 2D using the tools provided by Unity. I mean, I’ve already worked with 2D in Unity, but it was using third party packages, not the official tools, and I wanted to learn about them, and I did. Not as much as I’d have liked to though, because of time limitations, and because of being extremely tired by the end of the event, but it was still good, and now I have the sprites to polish this in the future, so I think it was very good.
Also people seem to like the game, they are having fun with it, they love the graphics (done by Alejandro Socorro) and the music too (which was done by René Rivero), and that makes me glad, since they took time of their schedule to help me out with the game.
What went wrong
Alejandro didn’t have Internet access on Friday and he wasn’t able to work well that day.
Even though I planned a lot to have free time for the event, there are things that you have to attend to, and even though I missed a few things over the weekend, others I could not miss, so I had to sacrifice some content and polish, which is why the level is quite sort, and there is only one sound effect. Not to mention some bugs regarding the character animations. But still, overall, I’m pretty satisfied with the result.
I had a blast, streaming and chatting with my friends as I was working was pretty fun, I hope I can do it again, it’s tough to do though, but I will certainly try.
I’ve just submitted my first completed game ever to the Ludum Dare Game Jam! I would really appreciate it if you guys could play it and rate it. Here are some screenshots, because everyone loves ‘em:
(If you’re wondering why the player is holding a knife but shoots, it’s because of a lack of communication team-wise and the time limit. :P)
I wasn’t certain if I would be in on this because of Graduate School stuff and other “fun”, but what I’ve got is going together better than I expected.
Information (Since I didn’t before. :3)
Platform: Java with libGDX
Sound: Random Generator and probably http://abundant-music.com/
Idea: Big surprise, it’s a dungeon delve/exploration platformer. Basically with the player attempting to collect all of the dragon idols beneath the surface (Hwa hwa hwa, I didn’t like this choice).
State: I’ve got the basic platforming functionality done including ladders (Static placed at the start) and ropes (placed by the player), fall damage, collisions and the like.
Unluckily, the area I’m in has been having high winds and it’s killing my sinuses/allergies.
This is my entry for Mini LD 50: Demakes inspired by The Legend of Zelda.
Play as Rink and save Xelda by finding a magical artifact in forgotten ruins. Jump, Shield and Attack. It is a web game – a real web game: You can play it right now in your browser without any plugins!
What went right
- The graphics and the music were very easy to create I use GIMP and beepbox.co.
Actually the sprite of Rink was done quite some time ago and i finally wanted to make a game with it.
- Thanks to Tiled i did not have to write my own Map-Editor, instead i googled for a way to load Tiled maps to JS and display them on a canvas and found a tutorial at: http://hashrocket.com/blog/posts/using-tiled-and-canvas-to-render-game-screens
- I used circles as a collision detection which is very easy to code and still very accurate. You can see the collision system at work by pressing [ENTER] ingame.
What went wrong
- I dont know if this qualifies as wrong, but it took me a little longer than 2 days, because i worked on the game during normal week days and not the weekend. I hope 3 week days equal 2 weekend days. Also working on the game reduced my preferred sleeping time by some hours, but that was already out of order and so i just slept as much as i did before the MiniLD.
- The interaction mechanics are not introduced ingame, so you have to know from other Zelda games, that the electrically charged slimes should/can not be attacked, and you have to find out yourself, how to use the shield (Press down ).
- I did not have enough time to create a challenging boss ai
- The Game is short.
- Google Drive seems to have a hidden download limit, so i had to delete and reupload the audio files multiple times. Maybe that was because i reloaded the page too often during debugging. Is Dropbox better? – AHRG! It happend again. And again…
Oh, look, someone wrote something about me I feel important
Mini LD50: Xeldas Saga demakes Nintendo’s famous action adventure series
Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.
More details at the link above.
Experience how to feel and be in a public hospital in Brazil (and probably in about any country with bad hospital conditions/administration).
Gameplay: there’s only one doctor up to treat you, find him or her before is too late! nobody cares or want to help you, so good luck!