Author Topic: Made a brutally hard platformer for Ludum Dare 31  (Read 4241 times)

Offline quangdx

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Offline Wampus

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You always make something fun and accessible. Voted it up.

Strange theme this time around. At least it wasn't Snowman XD

My wife and I submitted an entry for the Jam. Was being ambitious but luckily got it balanced and working enough to play okay.

Offline erico

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Got to level 25!
Great game, really wierd but great!

Offline quangdx

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Thanks guys.
GLBasic makes it really easy to put together small fun games very quickly.
Difficulty ramps up pretty much after level 20,
but all levels are possible, without dying.
There's even a different ending if you can complete all 40 levels without dying.

I'll check out your entry Wampus as soon as I sneak away from work.
Asobi tech - the science of play.
Spare time indiegame developer.

Offline quangdx

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So apparently on some people's computers, when trying to open game fullscreen at 640x400,
none of the images/backgrounds/textured get displayed.
Everything is black, but you can hear the music and sound, so the you know the file paths are correct,
you can play the game and you see lighting effects. Just no images.

I rebuilt the game to work in a 90% window of the desktop resolution,
Creating a virtual screen of the original 640x400 then stretching it to the the dimensions.

Code: (glbasic) [Select]
GLOBAL DesktopW,DesktopH
GETDESKTOPSIZE DesktopW,DesktopH
DesktopW=DesktopW-(DesktopW*0.1)
DesktopH=DesktopH-(DesktopH*0.1)
IF DesktopW<DesktopH THEN DesktopH=DesktopW/1.6
IF DesktopW/DesktopH>1.6 THEN DesktopW=DesktopH*1.6
IF DesktopW/DesktopH<1.6 THEN DesktopH=DesktopW/1.6

SETSCREEN  DesktopW ,DesktopH,FALSE
CREATESCREEN 1,255,640,400
USESCREEN 1

then at the end of the screen drawing routines

Code: (glbasic) [Select]
USESCREEN -1
STRETCHSPRITE 255,0,0,DesktopW,DesktopH

But this breaks the OS X version for some reason.
The fonts get all messed up with the images and it displays the wrong image.
So I had to then separate the code, so the Win32 version runs in a 90% Window, while the OS X version runs fullscreen at 640x400.

Phew!!!
Download it and give it a try, if you haven't already.
Your comments and feedback are all useful. Good and Bad.

Thanks.
Asobi tech - the science of play.
Spare time indiegame developer.

Offline erico

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Yes, unfortunantly virtual screen seems broken on OSX.
I also noticed the default font also does not show on OSX when no font gets loaded.

Offline quangdx

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A different approach is gong to be required then for making full screen cross platform OS X and WIN games.
Unfortunately a 24/48/72hour Game Jam is not the place to be coming up with them.
When things quieten down next week, I'll start thinking of new solutions.

Anyone manage to complete the 40 levels yet?
Asobi tech - the science of play.
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Offline erico

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Got to level 30. At such point, it is hard and imprecise to control the player.
I´d need some time to figure out a precision scheme out of the control style.

As for the virtual screen, it is going to be hard for me to figure out a way.
My game runs and renders at 428x240, it then gets scalled to whatever resolution.

I wonder if I could use polyvector or a 3d plane to go around this.

Offline MrPlow

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Both games look great!
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

Offline quangdx

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Made a few fixes and updates, including tightening up the controls.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11959
Asobi tech - the science of play.
Spare time indiegame developer.