Really odd behaviour if you jump onto ladders, chances are high that you fall off because the accelaration seems to swing back and forth really fast when I try to balance it out with A and D.
Got stuck on the box on level 3 because I pushed it into the pit without pushing the two circles in first. It was lying in the pit a tad sidewise and I was standing on it but couldn’t jump or move. Had to exit back to main menu.
Oh and I exited the first level at the last milisecond and the exit was burning as I went out. Not really that much of an issue though.
Really charming art though, and the music fits very well aswell. Definitely something worth playing.
Cool, I am glad you liked it. It’s supposed to be fairly quick in terms of play-through time, and hopefully I will be able to add a little bit of replay value by having fastest times tracked for each level.
Music is pretty much sorted, I found some stuff at opengameart with a suitable license, as for sound I haven’t picked out any yet. I was hoping I could use something 8-bit as I think that would fit with the graphics but it all depends on whether I can find any that match.
Thanks for your comments, I really appreciate you taking time to give me feedback.
I know. It’s designed to be easy when using the on-screen controls of an Android device, the trick is to not try to compensate and just fall for a bit and then the ladder will “grab” you. I might need to change this though as it’s not obvious.
That’s an annoying bug caused by something that’s supposed to be a game-mechanic, thanks for pointing it out.
That, at least, is intentional
The fire burns behind you so to speak, if you make it out in time, you make it out.
Glad you liked the art and music, I am sorry to say I can’t take credit for them as they were created by more talented people than me. I will take credit for picking them though
Thanks for giving me all these comments, I am very grateful.
Work on this stalled for a bit, I lost motivation, but now I am back on it.
All particle effects (including blood and smoke) have been re-done to be more consistent and some have been added.
I am going to try to do one level a day for the next two weeks and that should take me to a point where the game is content (if not feature) complete.
I’ve finished the portal level from which the players pick the level to play. It looks like this;
You start in the lower left corner and work your way to the center top, where the final boss waits. He’s not implemented yet but he’s supposed to run around throwing saw blades at you.
The reason for that is that once you get the grappling-hook, the control’s become more involved and on a mobile device it becomes tricky to control it, my last game was also tricky to control, I seem to have problems making games that are playable but anyone but the most dedicated of gamers :persecutioncomplex:
I take your point though, and it might be something I change, there’s still plenty of issues in this game and I really appreciate any feedback I can get.
Really like the look of this ;D I particularly like the saws and blood :persecutioncomplex: I have a question which I hope you don’t mine answering, with things such as saws, do you code these in? Or do you use something like Tiled to set a spawn location for saws (Using a blank tile) and then generate them in?
I’m looking at generating mobs/items in my game using the Tiled method myself as it seems it would save a lot of time
Anyway! I really wish you the best of luck with this project, it looks great fun and I only wish I hadn’t sold my Android phone now
I use Tiled for everything you see in the levels, nothing is hard-coded in. The saw-blades and snakes and ladders and chest and everything else that isn’t a tile is an Object (such as a rectangle or a ellipse), and Tiled is as good at managing those as it is with the tiles.
So a saw-blade, for example, is an Ellipse and it’s my level-load code that reads the object layers from the level data and instanciate the relevant Box2D bodies to represent the blade.
All in all I use 6 layers for each level; four tile levels and two object layers.
Parallax, this holds the tiles for the parallax scroll.
Background (tiles), tiles that go in the background.
ForegroundB (tiles), tiles that go in front of certain actors, but behind others.
ForegroundT (tiles), tiles that go in front of all actors.
Collision (objects), shapes that gets turned into Box2D static collision bodies, this makes up the static terrain.
Actors (objects), shapes that gets turned dynamic Box2D bodies (such as saw-blades), but also meta-data such as way-points for paths for the platforms or information about which button activates which other thing.
This works but it get’s quite messy for anything but the simplest of levels;
If I had had more time, I would have built my own level editor that worked on Tiled files, doing all the tile stuff in Tiled and all the game-specific stuff in my own editor. I still would output Tiled format files.
Thank you! I really appreciate the feedback, it’s alot easier to stay motivated when people are showing an interest.
Wow! Thanks for the long reply :o I didn’t think you would hard code everything in I was thinking of making objects myself in Tiled and doing it how you have, though i’m not sure on if i’ll use Tiled for that.
I’m back home in a few days and I can grab my brothers phone and give this a download :point:
Edit:
Also! You said you use Box2D and i’m getting a little annoyed with my collision code bugs >:( does Box2D do the collision detection for you? such as not falling through the floor
Actually, the download available here now is a desktop version that I use during development, so you can try it without an Android phone if you like.
I use Box2D for the platform physics, so it makes sure I don’t fall through blocks. I don’t just use the collision detection part though, everything is done according to the physics rules in Box2D.
And as a bonus; here’s what it looks like when you make the boss throw loads and loads of saw blades instead of one or two as intended
I can see a severe texture shaking on the stairs. and sometimes on on other elements too. I was facing the same problem in my game and the following steps helped to reduce the shaking a lot:
try:
1)adding mipmap filter to your textures
2)reducing the size of your spritesheet texture. When I had my spritesheet in a 1024x1024 texture the “shaking” was horribly bad. I separated the sprites in 4 512x512 images and the shaking reduced a lot. That is caused by float imprecision, and it gets worse when you run your game in low end android devices.
I downloaded the desktop version from the link on first page but it looks like it’s an outdated version since the main character is quite different in the gifs, and the physics were slower on my version.
I’ll look into that, it seems more prominent in the .gif that it does in the game (to me, at least), but I need to restructure my sprite sheets anyway so that’ll be a good time to heed your advice.
It’s older, but the reason the main character looks different is that he starts the game naked, you need to find the green outfit (well, you don’t need to but it provides a small amount of extra protection). The physics look faster in the .gif because I run it at a slightly sped-up rate, partly to show more game-play in shorter time but also to reduce the size of the file (this .gif weighs in at 9 megs I think :persecutioncomplex:).
Thank you! I am hoping to complete this soon, I want to move on to other things.
I really really suggest you rethink your narrative regarding the timing of stuff falling and text. I couldn’t read any of the text because my eyes were always following the stuff falling.
This also seems excessively long-winded and is displayed in a very slow manner. Short bits of text like that tends to lose people. Other than that it seems nice.
I’ll shorten it and try to make it more concise, that coupled with making the text easier to read and the falling items less annoying should help I hope.