Release [Rebirth Comp] Sqr.Island


mrz

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Link to update from 28.03.2012


Original Post:


Hello all together,


I am currently working on a Jump'N'Run for the Pandora Rebirth Competition and am therefor searching for someone for the art side of the project.


Below is a small video I recorded, just showing all the stuff the engine can handle until now. It is a good part of what a Jump'N'Run needs to work, and of course: All graphics are just placeholders.

https://www.youtube.com/embed/VcS3c7QNIXc?feature=oembed


As stated in the video there are no borders on how the game should eventually look like. I didn't focus on that, because the more I specialised the harder it would have been to find someone willing and able to do art for it.


I personally would most likely go for a simple Mario/Giana-like game, maybe featuring some shooting and a small story, keeping it simple, but fun and enjoyable.


So, is there anyone here who wants to join me and create a nice game? :) If so, please contact me, preferably with some demonstrations of your work so far.


However, if there is any other way you like to contribute like ideas, audio, mapping etc., you are also warmly welcomed.
 
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That looks great! Even with place holders!


I know it´s just a demo and lots of work will go into it but...can I do a little critic? just a little one please?


ok, the jumping movement IMHO on jump´run games needs to be perfect, the way I see on the video, it is a bit linear.


Sorry for that, but it looks so great so far that I feel the urge to say so even as I know you plan to refine it.
 
Very interesting, all the best for the project.. you can never have enough jump and run games as far as i am concerned.


Out of interest have you any ideas of the kind of aesthetic you are going for or..? if not i would like to humbly suggest a few i like the visual stlye of (not necessarily the gameplay)


Rayman


http://www.gameloft.com/pub/pict/2.jpg


Heart Of Darkness


http://image.com.com...s_screen003.jpg


Klonoa 2 (gba)


http://pocketmedia.i...329868_640w.jpg


Warioland 4


http://i.testfreaks....gba.1516165.jpg


Kirby Superstar


http://i.imgur.com/Bxaql.gif


Cheers.
 
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numbers must be adjusted for jump height (change jump power and friction) and jump speed (change friction and gravity),


this assumes Up = +Y


negate jump power and gravity if your engine has positive Y = downward


(values should be put in constants)



Code:
if(jump_key_click && on_ground){

  velocity.y = 2.0f; // jump power

  on_ground = false;

}


if(!on_ground){

  if(!jump_key_pressed && velocity.y > 0){

	velocity.y *= (1.0f - 0.2f); // high friction, cut jump short

  } else {

	velocity.y *= (1.0f - 0.02f); // friction

  }

  velocity.y -= 0.05f; // gravity

  position.y += velocity.y; // vertical movement

}





similar for horizontal movement:



Code:
if(right_pressed){

  velocity.x += 0.1f; // acceleration

} else if(left_pressed){

  velocity.x -= 0.1f; // acceleration

} else {

  if(on_ground){

	velocity.x *= (1.0f - 0.1f); // extra friction when on the ground and not pressing move key, optional

}

}

velocity.x *= (1.0f - 0.05f); // regular friction

position.x += velocity.x; // horizontal movement


this will give you 2D platformer controls like mario, sonic, super meat boy, etc.
 
You mean games like Cheetah Man ?
 
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So, little update here:


Nearly everything is done, I will focus on mapping and music/sounds the last days. Also, I changed the name of the game from its working-title to "Sqr.Island".


If someone wants to betatest or help with the maps/looking for audio, PM me.


Choppy video below, of course it runs fluid on the pandora.

https://www.youtube.com/embed/A8jU7muxAfE?feature=oembed


Excuse me, what do you mean?
 
Nice work! I love a run n' jump, but to be honest, so many homebrew attempts just don't get the feel right. This one does - the jumping/gravity code feels quite good. Graphics are very bright and happy, and most of all consistent, which meshes the whole thing together.


Some audio options would be nice; I'd like the option to make the soundtrack quieter. I did notice some ugly SFX doubling when collecting groups of coins too, which even at low volume sounded distorted. You should probably limit the sample triggering there so that only one sample plays at a time.


Thank you for:


- Doing the controls right. When you realise afterwards you just started playing without thinking about the controls at all, you know it was mapped properly. (Sure, it's hard to get a run 'n jump wrong, but some do.)


- Allowing the user to skip the story text with the start button. It's these little things that encourage repeat play.


A sprint button would be a most welcome addition. Mapped to X of course. :)
 
Thanks for your nice words!

I did notice some ugly SFX doubling when collecting groups of coins too, which even at low volume sounded distorted.

Yep, fixed that already. :)


For the creation of more levels I would be really grateful for comments on the difficulty of the current ones. Too hard, too easy? I will also make sure to include some more gameplay elements in future versions, a sprint option would surely be a good start.


Also, it would be great to hear from those who commited these low ratings on the repo. What made you dislike the game?
 
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I think one of the reasons why it is lower than it should be is because one person has been voting all apps 1 star for what appears to be no apperent reason (unless no apps/games actually satisfy him).
 
Thanks :)


The save/load thing works a bit different here. Saving only happens when you enter a level, so if you have to quit playing you can continue from there and don't have to restart. If you lose all lifes you have to begin from the start again.


Well, I guess I will overthink this a bit. But I like the idea that if you lose, you cannot just reload an try to pass the same obstacle again.
 
I got around testing it now and I have to say, that the controls are really nice. The whole game looks very professional and well done.


Only thing I noticed is, that sometimes I can't reliably highjump after jumping on an enemy, but that might be just me and my bad timing.


Sometimes I also had to jump into nothing and hope, that I will end up at on a platform.


But all in all, it is really good and Maybe a bit more eyecandy would be nice.
 
Loving this game. Nice gameplay/controls. Easy to remember platform paths on repeat plays. Uncluttered screens. Leisurely pace. For a casual gamer like me it couldn't get any better!
 
Only thing I noticed is, that sometimes I can't reliably highjump after jumping on an enemy, but that might be just me and my bad timing.
Press and hold the jump key while in the air, repeat for each enemy you jump on. I got reliable high jumps this way.
 
Just uploaded a new version to the repo: http://repo.openpand...p=sqrisland.mrz


Changes:

- New type of platforms, that fall if the player steps on them


- Exact collisiondetection with the cactus


- Upgraderitem bounces


- BUGFIX: No sound doubling anymore (Thanks to Gruso for the suggestion)


- BUGFIX: Little visual error after the player got killed


- BUGFIX: The front tilelayer covered falling corpses/items


- MINOR: No movementstop after level finished anymore


- MINOR: Visual enhancements in some of the older levels


For the next rush of levels (featuring the new falling platforms and a new type of enemy) I really need feedback regarding the difficulty. Did someone manage to complete the game yet? If not, how far did you get? I don't want to make it too frustrating, but for me the current levels are easy because I played them so often whilst mapping them.
 
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