Aptronic - A Broken platformer

Welp, this is mostly just going to be a way to keep track of what I’ve gotten done and motivate myself to continue working on my current project.

Some background: I’ve been programming in Java for about a year, but I’ve been going rather slowly with learning things. This is my 2nd game that actually has some elements of gameplay to it (Although very few right now). It’s basically just a combination of my past projects (which were all learning 1 thing at a time, rendering, input, saving and loading, etc.).

It’s a platformer, pretty basic. It’s tiled, and reads from a .txt file to load the maps.
Keep in mind, I am by no means a skilled programmer nor artist, so this is mostly a “hack it together” project. The rain is just a test feature for later, but I figured it may as well be in for now.

I might move the character to the bottom of the screen more in the future, I’ve yet to decide whether seeing what’s below you is important(it’s not for now)

Current Version: v0.24

Current features:

  • Loading from .txt or exported object files.
  • working collision, including sword collision. This works with coins and enemies as well(not pictured, not included in loaded map)
  • rebindable keys(my version only, working on adding a visual interface for this)
  • pausing(of course)
  • health(but no invincibility frames, mostly because enemies have no ai/patrol mechanism, nor attacks)
  • working rain(including collision/particle effects[sort of, I just added this today and I need to iron it out a bit, mostly because I added it lazily])
  • sprinting/faster movement with shift(This’ll be attached to a stamina bar later)

Planned features:

  • random generation or a better world editor (I’ll only do one or the other) Made a .png -> level converter.
  • Enemy AI/PatrollingSemi-done.
  • Computer AI Tuning*They’re better, but not as good as they could be.
  • maybe coin physics (if I make enemies drop coins, might or might not happen)
  • rpg elements (drops and levels most likely)+ Done. Going to add items to this, but levels and coins are there.
  • more levels+
  • invulnerability framesdone
  • better art (including animations, there is only 3 sword frames, up or downleft/downright.)
  • smarter collision (no stopping before actually hitting ceilings, no glitching into tiles when spawning)++Done :3
  • scriptable abilities (for player and enemies)*
  • better random generation on rain (I personally dislike how it is right now, I dunno how I’ll manage this one) Rain has been changed slightly, I like it as is for now.
  • handdrawn background (I have a few backgrounds that would work as of right now, I just have them in a notebook, not on my computer)* - might not do this now.
  • some sort of hubworld if more levels are added++
    - conversion to box 2D* My collision is just as good for what I need, and it runs faster. (I didn’t need all of the box2D implementations.)
    • maybe
    • Next
      ++ Next Next [maybe]
      +++ - Next Next Next [maybe]

Unplanned fixes that have been implemented:

  • Box2D
  • Improved tiling art
  • Better rain animation

Features removed:

  • Box2D. Until I’m good enough with this that I can get everything previously implemented working properly, I’m not going to bother. I learned a lot from trying, but I’m going to go back to handmade physics for now.

Again, this is mostly to keep my motivated/on track on working on this. I plan to add at least one feature per week. (I’m a full time college student with a gaming addiction, so 1 per week is about my limit)
Feel free to add anything you want to see personally or tell me what you dislike, or think I should change, I’m pretty open to opinions, this is just a learning project.

It looks good! When will be able to try a demo?
Good luck with it.

The rain looks good, nice game.
Definelty try to get a demo done, id love to really see it. (Or at least a video)

I noticed that your tiles are all different. Are you manually putting that into the txt file or are you using an algorithm to determine the correct texture?

Huh? Those tiles aren’t different, the pattern repeats… at least for me ::slight_smile:

I meant that on the tiles over on the left side, the grass is curling around the side, while the middle tiles only have grass on top :wink:

I can choose the texture when I create the map, although I know how to write the algorithm to tell it which to be, but that’d create a bit more overhead for map converstion, although I doubt it’d be much.

my level file looks like this:

0,4,3
1,4,12
2,4,12
3,4,12
4,4,12
5,4,12
6,4,12
7,4,12
8,4,12
9,4,12
10,4,12
11,4,7
0,0,1
1,0,1
2,0,1
3,0,1
4,0,1
5,0,1
6,0,1
7,0,1
8,0,1
9,0,1
10,0,1
11,0,2
0,-1,5
1,-1,5
2,-1,5
3,-1,5
4,-1,5
5,-1,5
6,-1,5
7,-1,5
8,-1,5
9,-1,5
10,-1,5
11,-1,6
-1,0,1
-2,0,1
-3,0,0
-1,-1,5
-2,-1,5
-3,-1,4

the first two numbers are the coordinates divided by 64, and then the third is the texture number to use.
this is my Texture picture numbered to show how I choose textures: