LoGaP: a 2D platformer (08.04.2013 update - playable build v0.2)

Here’s a playable sample of the game so far: download link (7.05MB)

Since I haven’t had time to integrate tutorials/instructions yet, I’ll just explain everything here for now:

!!! To start the game, navigate the gray ball in the menu screen to the platform with “New Game” — when the text turns yellow, hit Enter !!!

(1) [Goal] The goal of the game is in two parts: First is to control the gray circle and maneuver it around the level to find and come in contact with the pink circle. After you come in contact with the pink circle, you will meld into a single gray-and-pink circle. The second part of the goal is that once both circles have melded together, you must maneuver your way into the pink door. This ends the level and moves on to the next one.

(2) [Controls]

  • W or Up Arrow = Jump
  • A or Left Arrow = Move Left
  • D or Right Arrow = Move Right
  • S or Down Arrow = Thrust Down (if in-air) or Brake (if on the ground)
  • L = shoot (NOTE: you may only shoot once gray-and-pink have melded together. Gray on its own has no ability to shoot)

(3) [On-screen Text]:

  • Time = amount of time passed since you started the level (number in parentheses is the target ‘perfect’ time)
  • Gold = number of gold coins you have picked up (will be used for something I haven’t implemented in the game yet)
  • Exp Gain = total amount of experience that you will gain from completing the level.
  • Tot Exp = Total experience you have accumulated in the game.

(4) [Notes]

  • Exp Gain will decrease while playing the level if (a) you take longer than the target time to finish the level; or, (b) you are hit by an enemy, which decreases the exp gain by 5 points.
  • The on-screen text is temporary. I plan on making it graphical eventually.
  • Sorry for the game being totally silent for now. I’m still composing the music and working on the sound effects.
  • So far there are only three levels. I’ve put them to loop for five times in this playable sample.
  • I’ll have to tweak the shooting mechanic since as it is right now, it’s pretty useless.

Please try it out and kindly provide feedback if you feel that your suggestions would make the game better :slight_smile: Particularly in the following areas:

  • How do the controls feel? I think it has the potential to be too ‘floaty’ or a struggle. But I’m thinking of giving the player the ability to improve the control of the ball as the game progresses in a similar way to how players upgrade cars in racing games (improve the acceleration, handling, etc)

  • Is the target time for the levels just right? Should it be greater (meaning the target time is too hard to beat) or less (meaning it’s too easy)?

Didn’t even notice anything about the target time. Target time should be the fastest time you yourself can actually do. Controls really do feel very floaty once you’re in the air. On the ground they feel pretty responsive, but in air it’s really slow. My Squaball has not responsive controls and yet I find these controls very difficult. Might be just me.

Ok thanks! I read somewhere that a character should have as much control to move horizontally in the air as it has on the ground. Would you agree? Because my instinct is that it should have less control in the air… and it’s just a matter if determining how much less would be best for the game…

It depends on the kind of game.

For Guardian II, I had air movement the same as on grous, minus friction.

Some other games (thinking Portal) have floaty air controls.

Try both (and any other ideas you may have) and see what fits best.

Yeah, thanks. Actually, because of all the discussion I’ve been having about platformer controls, I’m going to try and experiment with movement handling starting from as realistic as possible to more like classic SMB-type movement handling just to get a feel for it all.

Simply crashes under JRE 1.7 for mac… A lot of the games on JGO are not 1.7 friendly are they…
Looks great, just want to be able to play it :c

Maybe it’s because it’s on the Mac? :-/ Because I’m programming this on 1.7 actually…

I’d say it’s a Mac problem.
I’ve never had problems with Java 6 games on JRE 7

Most people still use Java 6 for development because of the Mac crap with Java 7 anyway.

I’ll look into crash issues with the Mac mrdeathjockey, but I certainly won’t be able to test it if ever since I don’t own a Mac…

Didn’t encounter any problems whatsoever!

Very nice gameplay, quite early release I assume?
I enjoyed it though, can’t wait to see more from this game!

(Still keen to know what LoGaP stands for :wink: )

Thanks Quirq! Yes, it’s a very very early release just so I can get feedback about the elements of the core gameplay, particularly the controls, so that I can nip the problems in the bud early :slight_smile: I hope to make significant progress in a months time.

latest Update 08.04.2013:

I figured I’d try releasing updates on a monthly basis no matter what I’ve done up to that point; so, here’s playable build v0.2:

download link (6.20MB)

I wasn’t able to do much for July because coughsteamsummersalecough I was “a bit busy” coughsteamsummersalecough, but I think I made significant progress in some areas.

(1) I added gamepad support for the xbox360 controller. The input device detection is a bit crude for now, but it will have to do… for now. It simply selects gamepad as the input device if it detects one, and selects the keyboard otherwise. NOTE: I find that the game plays better with a gamepad, so I would recommend that if you have one, use that instead of the keyboard.

(2) I reworked the controls significantly in pursuit of “tighter” movement. So, compared to the version last month, I would say this new version features significantly tighter and much less floaty controls.

(3) And related to #2 above, the player can now double-jump and wall-jump.

(4) I played around with animations. So the enemies are now animated. It seems a bit amateurish, but I think I did more than I think I could, tbh.

(5) I increased the screen size to incorporate the status bar. So the game is now at 1280x720 (a relatively standard resolution) instead of the 1280x640 it previously was.

(6) Where the game took a step backwards is the mechanics. It’s not that I don’t have anything planned for the mechanics; but rather, I haven’t implemented it yet. Also hope to start adding a lot more new levels.

(7) The point of the game, just to explain, since the game doesn’t explain it yet:

[Goal] The goal of the game is in two parts: First is to control the gray circle and maneuver it around the level to find and come in contact with the pink circle. After you come in contact with the pink circle, you will meld into a single gray-and-pink circle. The second part of the goal is that once both circles have melded together, you must maneuver your way into the pink door. This ends the level and moves on to the next one.

Please try it out and kindly provide feedback if you feel that your suggestions would make the game better :slight_smile: Thanks!

Legend of Grave and Peter.

Anyways, I love it! The art is great, and all in all it seems very smooth.

So we’ve got “Legend of Greg and Pete” and “Legend of Grave and Peter” now :stuck_out_tongue:

Thanks for checking it out :wink:

I think it’s called Lord of Gaming and Power