Blinxed - 2D Action Platformer

What is this you might ask? It’s a 2D action platformer written in Java for the Android & Windows platform. I’m not using an engine because I’m stubborn but am using a bunch of different libraries that help make the build process faster.

It’s still early in development though I do have a java file available for download.

http://flashpawstudios.com/wp-content/uploads/2016/11/111016_screenShot.png


http://flashpawstudios.com/wp-content/uploads/2016/09/dlLink.jpg

Looks cool so far. I really like the purple platforms and their graphics :slight_smile:

Thanks!

Spent a lot of time learning how to pixel and am glad it’s paying off.

Speaking of pixeling, I made a little totem thing to shoot fireballs. There’s also a specific tile type that will block the fireballs from continuing movement left/right thru the map.

http://flashpawstudios.com/wp-content/uploads/2016/09/fireStatue.png

http://flashpawstudios.com/wp-content/uploads/2016/09/statuePositioning.jpg

Workin on some levels

  • Made buttons bigger
  • Created a game over screen and a way to restart the level

http://flashpawstudios.com/wp-content/uploads/2016/09/091616_ss_level.png

This is a screen capture from my phone with the camera zoomed out

  • Added platforms that can be jumped up through
  • Added spikes which kill the player instantly, though will probably need to change up the colors a bit so it stands out more
  • Added a horizontal lazers that knock the player around when colliding with them
  • Added an end zone that brings the player back out to a level selector (will need to add some sort of animation or something and maybe a BONUS screen)

-Fire totems shoot both left and right and have tiles that block the fireballs to keep them from flying through the entire level

  • Added a treasure chest (player must be next to the chest and to open, the player taps the chest itself though I can’t show this from recording from a screen capture)
    Right now it dumps out like 10 coins but have yet to implement collision checks with them

U7sGeUCVgvU

Did a bit of polishing today.

  • Made the player slow down and speed up when moving instead of an abrupt halt.

  • Stored level objects after initial loading so that reloading is faster after dying (got sick of waiting 10 secs to respawn, ha!)

  • Have a little loading symbol pop up while a level loads from the “World 1” menu

  • Collision checks for coins are now implemented though I need a way to convey that a treasure chest has been opened

  • Moved player draw commands to the center of the screen so it’s easier to see stuff on the left AND right side

  • Made a new level

  • Working on adding a grenade with two different types, a sticky type and a bouncy type

  • Working on getting some numbers in the HUD to show number of coins

  • Also cooking up some new tiles so things like the lava and the rock edges aren’t so sharp

z1NK6RLZ7i8

hey, looks like you’re chugging along and making great progress! There are a couple things that are worth noting for platformers, most notably, what style of game are you aiming for? Mario feels very different from Castlevania, as an example, since Mario’s controls are quite flexible and allow for lots of complex platforming, while Simon has a very rigid jump that you can’t control in any way other than when to jump, and his movement and whip are much slower and have a bit of delay, while Mario responds instantly to your inputs. Neither is ‘the correct answer’, but they create different experiences for your players and it’s something worth keeping note of as you decide what your plan is with your game.

@ziozio thanks for the medal!

Hey @pyroMechanical, glad you asked. I’m aiming for something that is snappy and responds on command to user inputs. I want it to feel action-packed if that makes sense. Something in between Rayman and Super Meat Boy.

Speaking of which, I decided to add a little wall jumping mechanic today, see below

N5mLBSixUVo

  • Added a double jump feature
  • Added moving tiles that go left/right OR up/down. Will probably get to something that rotates around in a circle
  • Added tiles that blink in and out on/off

Been working on revamping the art but am thinking my laptop is bad for drawing on. Can someone give me some feedback on the contrast, saturation, and brightness? I threw up a new graphic on the original post

I’ve been working on improving the tilesets and upgrading Open GL from version 1 to 2. It renders smoother with 2 but I’m not quite finished writing the new renderer yet.

Here’s my WIP of the new tileset though.

http://flashpawstudios.com/wp-content/uploads/2016/09/totemSnake.png

Finally got my renderer updated to Open GL ES 2 and I’m lovin it. The matrix operations seem simpler though it was a bit of a hurdle to understand at first. I’m curious about writing some of my own shader programs.

Now that I’ve updated the render I can finally get back to adding more content to the game.

I added to the HUD showing bullets and coins picked up, see below.

I’ve also been brainstorming for some name ideas and hopefully I’ll come up with something soon.

http://flashpawstudios.com/wp-content/uploads/2016/09/screenShot_092916.png

The purple platforms somehow remind me of the “darker” levels in Jazz Jackrabbit 2 :slight_smile: You know, the levels with the rats and balloons :smiley:
Anyways, looks really cool, keep up the good work!

Looks cool!

Hey Springrbua thanks! I looked that game up and it looks soooo familiar though I can’t recall much of it for sure. Spent a lot of my time in grade school playing all sorts of computer games since I had four of them in my house at the time.

Thanks staticO

Today I came up with a way to track my player in the grid system to make collision checks with tiles a little better, which was for the purposes of the wall jumps but I’m sure it’ll be useful for many things.

Before, my wall jump required the player to move into the wall and push the jump button at the same time. But now the player will just have to be near a wall and push jump. It’s something like within 4 ish pixels of the wall but it does feel better jumping up through two vertical walls.

d_FJrFLysv0

After rewriting the game renderer I got a little burned out from code, I did mess around with some rotation and got the fireballs to spin so I’ll probably draw up something new that looks cooler spinning. Though I’ve been spending my time drawing in order to recover from the code-a-thon. I’ll probably get back to it within the next few days. Also came up with this level select mockup.

http://flashpawstudios.com/wp-content/uploads/2016/10/levelSelect.png

Been a little while since my last post since I went on a little art/drawing hiatus and haven’t done too much with the code. I got around to upgrading my camera today to have a better view in the direction the player moves. Though it’s still a little rusty and needs a little more work.

I also changed up the enemy “pathfinding” and it’s not entirely working either, so they are floating right now. Before, I had them finding a path before the level would start and with bigger maps the loading time was taking too long for my tastes. My plan is to polish up both the camera and the enemy paths tomorrow.

890hpgmIgtc

On my brother in law’s phone the textures were tearing at the edges which has been bothering me for a while. It took me some time to figure out what was going on but my rendering system was the culprit. I was doing one draw call per object which was a lot each frame. I’m new to learning OpenGL so had no idea this was a bad idea. I rewrote the renderer a second time using a batching system and it renders much much better. I was thinking my level sizes would be restricted but will now probably test the water s to see what the new system can do.

Do you have a name yet?

Sure do!

  • Touched up the camera controls
  • Fixed enemies so they don’t float through space
  • Added checkpoints

The camera is set to reveal a little more of the screen in front of the direction the player faces. When he turns around and starts running, it will pan a little faster than he runs. If he simply switches direction and stands there, it pans at some arbitrary speed. See video for example.

I like this A LOT better than the stationary view in the middle and makes the game feel better.

PJn8_o4kYVk

I’m still working out the finer details and oooh man does it take some time. I remember hearing from several yt videos discussing game dev that the core game is made fairly quickly but the rest of the stuff takes a while to polish up. I didn’t fully understand this concept until I obsessed over the animation quality of my game and tweaked the camera controls, a lot.

Right now I’m working on adding clouds/dust for when the player moves around and have one animation set for when he lands on a platform. Also working on pickups like health packs and ammunition. I’ve eliminated the gun from player animations and am going to add it back in as it’s own little entity thing.

Uo6Rzds9vIc