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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2shroomclimb [updated dec 19]
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Author Topic: shroomclimb [updated dec 19]  (Read 2656 times)
mizipzor
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« on: December 18, 2009, 01:32:24 PM »

shroomclimb, because its about a mushroom that climbs and Im to lazy to type it all out.

The idea was to create a simple platformer where the point is about going upwards. I got inspired by the mushroom sprite and the ice tileset that went with it to create some kind of game like the old classic Ice Climber.

Download

For more screenshots see the shroomclimb set on Flickr




Controls:
  • Arrow left/right: walk
  • Left shift: jump
(Use directional keys together with jump key for different jumps)



Random ranting: (skip this section)

My problem, as always, is that Im a coder. As much as I try to take the message to heart from blog posts such as the magpie developer and the duct tape programmer, I still find myself rewriting way to much of the code just because I can, just because its get better and just because it, in the future, will allow me to do something really, really cool.

I created this thread for a simple reason. For showing commitment. Hopefully, the thought of the shame of not passing the finish line in Assemblee part 2 (a compo Ive really been looking forward to) pushes me to stop making game engines and start making games.



Project log
Quote

Day 1
  • added animation system and spritesheet
Day 3
  • added level module
  • added level class
  • added image to animated sprite to make it more like a pygame sprite
  • added flipping to animated sprite
  • fixed some bugs in level module
  • added entity module
  • added deltatime to animations
  • using pygames clock instead
  • time independent collision detection in entity
  • jumping system for entities
  • tweaked jumping
  • fixed crash in level
  • level refactoring
  • added basic enemy
  • added basic player, tweaked jumping
Day 4
  • added weapon system
  • added loop count to animation, tweaked weapon graphics
  • added weapon to player
Day 5
  • new random floor system
  • huge revamp to level module
  • entity module using new level system
  • added tile system
  • another revamp to the level structure
Day 7
  • broke random floor code to own module
  • some improvement to the level generation
  • floorbuilder seems to work
  • stupid randomizer, cant get this to work, lets do level editor path instead
  • readded floor system, fixed scrolling
Day 8
  • looping level
  • level tracks player and scrolls on its own
  • removed floor divider, fixed crash in level
  • some jumping experimentation
  • total overhaul of jumping system
Day 9
  • more polish to walking and jumping, added debug drawing
Day 10
  • tweaked jump animation switching, collision and jump speed
  • code cleanup
  • readded level scrolling, fixed entity scrolling
  • tweaked level scrolling
  • added game module, added background
  • fixed colorkeys in tiles
  • added setup script
Day 11
  • added floor manager
  • fixed crash in level
  • improved rule handling in smart tile system
  • added level editor
  • added repr to tile grid class
  • removed collisions when player is going up in a jump, tweaked jump speeds
  • floor manager now reads layouts from file
  • fixed collision check toggling
  • added floor layouts file
  • random tweaks to editor
  • added player spawning according to floor layout
  • tweaked floor layouts, still a bit dense

« Last Edit: December 19, 2009, 01:39:31 PM by mizipzor » Logged

mizipzor
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« Reply #1 on: December 18, 2009, 01:33:55 PM »

On second thought, I should get a screenshot up. I mean, the game is running. You can walk. And jump!

And you cant have a game thread without a screenshot showing the progress. That way, there is some good-feel-from-accomplishment to score for uploading a better screenshot later.

Also, reserved for extra space.
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J. R. Hill
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The perfect farmer's tan.


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« Reply #2 on: December 18, 2009, 01:42:32 PM »

SHOW ME THE MONEY GAME!
Hand Money LeftKissHand Money Right
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hi
mizipzor
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« Reply #3 on: December 18, 2009, 01:44:13 PM »

SHOW ME THE MONEY GAME!
Hand Money LeftKissHand Money Right

Screenshot added, just for you.  Cool

... Also added a binary now.
« Last Edit: December 18, 2009, 03:04:20 PM by mizipzor » Logged

Pencerkoff
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« Reply #4 on: December 18, 2009, 04:56:39 PM »

Hello this is Pencerkoff

Quote
So I put together a binary if anyone is interested in playing trying it out. Not much yet though. But Im looking on some feedback on the jumping.

I'm going to assume that what the game is doing on my computer isn't what you see when you do it on your computer.  My guy jumps about as high as he is tall.  If I hold down the jump button, he will keep jumping but won't have a uniform jump height, almost like his jumping strength is randomly set each time he jumps (though still not very high at all).  When I perform a running jump, the horizontal speed is much much greater than it had ought to be since his walk is fairly slow.  You also can't change your speed in the air, though I'm not sure if you intended on that anyway.

Hope that helps

-PENCERKOFF
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mizipzor
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« Reply #5 on: December 19, 2009, 03:06:38 AM »

Great feedback, thank you.  Smiley

Yes, the jumping system is undergoing some heavy changes. The way it works now is that you have for kinds of jump:
  • Jump while pressing up
  • Jump while pressing either left or right
  • Jump while pressing either left or right and up
  • Just pressing jump

The last one I didnt know what to do about, so its just a basic mini-jump. Just to show that the keypress was registered. Up jumps high, up+left/right jumps "diagonally" (as much diagonally it can be when its an arc), left/right jumps a distance forward.

This is to give the player the tools needed to traverse platforms in various ways without bumping into the geometry.

And you jump much faster sideways than upwards. That is because Ive implemented gravity, but not any kind of friction in the air. I should look into that.

Priority now though is to put some kind of win/lose condition in there so it becomes a game since it currently is... well... not a game.  Tongue
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mizipzor
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« Reply #6 on: December 19, 2009, 01:38:57 PM »

Okay, so Ive uploaded a new version. Changed the jumping system so that you only collide with the geometry on the way up. Levels needed some tweaking then though since the algorithm had some problem figuring out if there should be a collision if the tiles were placed to dense.

The level is broken into sections, the sections are randomly chosen for added variety. The layouts are defined in the data/Floor_layouts.txt file, curious hackers will probably figure out how to edit them and create additional ones. Wink

The players initial position is read from the layout as well. The goal is also read from there but I havent added it yet.

So, TODO:
  • Implement a goal, this is the win condition, player should get here
  • Figure out what should happen when players reaches said goal
  • Implement death so that the player can die when falling outside of screen
  • Readd those enemies and the weapons! They were cool...

Feedback?
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