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December 30, 2014, 11:17:20 AM
TIGSource ForumsFeedbackPlaytestingNotan (36 hour game jam entry)
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Author Topic: Notan (36 hour game jam entry)  (Read 683 times)
BitShift
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« on: January 31, 2011, 08:19:47 AM »

Notan




Notan is a simple puzzle platformer where the player, a painter, climbs a mountain by painting "real" and "imaginary" layers of the world in and out of existence.

Download (Mac, 11m)
Download Source (Visual Studio and XCode projects included)
(The game runs on the PC, but I haven't made an installer yet.  If you want to play the PC version, you'll have to build it from source)

I along with two friends created this game for the 2nd annual Rosetta Stone game jam.  We were given three words: exploration, layers, and ink, and had 36 hours to create a game using those words.  For a blow by blow account of our experiences at the jam, read my teammate's account: part 1, and part 2.

Controls:
Move left/right: a, d
Jump: w
Paint: Left mouse button

The entire game was written from scratch in C (there is a little C++ in there for parsing XML).  We used SDL/OpenGL for graphics, and FMod for sound.  We used Tiled as our level editor.
« Last Edit: February 02, 2011, 08:12:35 AM by BitShift » Logged
ithamore
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« Reply #1 on: February 02, 2011, 05:50:35 AM »

Pointing out which program or programs (if there are freeware alternatives to proprietary software) would be helpful for those of us who would like to try the game on a PC. Thanks.

By the way, I like what I see in the screen shot and what I imagined the game to be like from the description.
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Please help TimW, a longtime promoter of indie gaming everywhere and an old friend of TIGSource, to write about indie games full-time. One's True Self: the essence of a book being edited from Chinese into English.
penguins
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« Reply #2 on: February 02, 2011, 07:29:25 AM »

Wow, 48 hours from scratch?!? You are my idle.
So I played to mac version and liked it a lot. It is a very interesting concept.

Some things I would suggest:
Adding orange and blue blocks to the outside walls. I found that I could fall through the floor to my doom.

Also the shape and color of the brush to me didn't seem to fit with me. Maybe some sorta blurry thing that samples the background? I dunno. It stood out right when I started the game and detracted from the amazing pixel art.

I thing I really liked a lot was the ability to solve the levels in different ways.

Home that helps. You have something great with this game. Smiley

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BitShift
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« Reply #3 on: February 02, 2011, 08:11:49 AM »

Thanks for the feedback!  You're totally right about the brush graphics.  That part of the game came together at the very last minute, so we didn't have time to make it pretty.  In the first level, the green blocks at the bottom cannot be "painted" away.  We should have lined the levels with blocks like that, so that you can't fall out of the world.

@ithamore You can build the game with Visual Studio Express 2010 or XCode.  I would make an installer to distribute the PC build of the game, along with the Visual Studio redistributable binaries, but I haven't figured out a good way to do that yet.  Suggestions?
« Last Edit: February 02, 2011, 08:37:04 AM by BitShift » Logged
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