Note: I uploaded the latest build to the game database. Check it out here. I'll keep that version up to date, so don't bother with the links hidden below in the original blogs. Okay, now that you know, you may proceed:
Okay, new update. I went ahead and made a new player sprite at a bigger size, as well as resizing various aspects of the game/level to fit the new resolution. It feels better now, though not everything has been adjusted. For instance, enemies are unchanged and therefore look tiny compared to the player, which is kinda adorable in it's own way but I think I'll have to recreate their sprites in due time.Anyway, here's a gif that's bigger than the game itself so you can see the new sprite:Here's a zip of the latest build so you can check it out for yourself:Download (711kb)You'll notice I'm also experimenting with a wide level format. I think the final game will have a mix between "deep" and "wide" levels. The difference in gameplay between the two makes for some good contrast, which should help keep it interesting within stages.
I've just finished some updates to Diamond (the game I started for SFML game jam). A majority of them are bug fixes / organizational, but a number of new features have creeped their way in since the jam. I recorded a video of me playing through a level to show off some of the new things:(I wish the levels were correct, the recording made everything grossly brighter for some reason)If soundless videos aren't your fancy, I'll summarize the new stuff. First the aesthetics: new player and enemy sprites (that still suck, but slightly less), and the addition of torches to add light to the level. Mines were added and generate randomly on the level. Only players can trip mines, since enemies would just kill themselves before you made it down to them.In addition to the above, a new control feature was added. Left shift is now a modifier key that changes the way the player uses rope and bombs. In shift mode (Left Shift), the rope will latch onto items and enemies and pull them towards you (but not you towards them). Jumping in shift mode still jumps, but doesn't drop the ninja rope like jumping normally does. Finally, shift mode also affects the bomb key by making them dropped instead of thrown.The grab feature is still a little rough, but with persistence you can usually move items around with a decent amount of control. With pickups it helps you pick them up from afar, with torches it's possible to move light around strategically or for convenience. Mines and enemies are more dangerous to grab, since it often brings them too close for comfort. Oh, and you just have to be straight crazy to try and grab a flying arrow (it doesn't end well).I'm thinking about introducing a goal item that can't be picked up like the diamond, but instead has to be painstakingly hauled up the level via rope. I have a story mode planned so it would most likely take place in it's own special level. I just really like the idea of the grab, so I want to make it a part of the core gameplay without being too obnoxious.Oh, but I am starting to ramble. I came here to post a zip so you guys could try it out, so without further ado:Download (700kb)Let me know what you think of the grab moves!Also, as a special request to any spriters out there: I want someone to rehaul these player and enemy graphics, but I haven't decided whether I'll stick with this size or not. I'm considering upping the resolution to allow 24x24 or 32x32 player sprites. Feel free to voice your opinion on the size matter, and if you're interested in contributing sprites just let me know!
This is great!
I must really take a look at the source for this; I'm curious as to how you implemented the lighting, levels and collision.Your avatar is the character skin I made! =D
Updated the blog with new content and a new version!
I haven't played yet, but has anyone mentioned Leiro yet? This looks like a better, single player, version of it. =D
Liero is in fact a huge inspiration for this, I grew up playing that game with my brothers and have fond memories downloading total conversions and mod tools to tweak it/abuse the engine. That game left a big impression on me but for a long time I simply was not skilled enough to program something like it. Considering that in my GM days, smooth walking was a hassle and things like destructible terrain were black magic as far as I was concerned.
Later on when I was learning python, I started writing a game inspired by Liero controls but discovered that platformer physics and slope walking weren't so simple after all (and also that doing pretty much anything without GM or an engine meant having to reinvent the wheel). I eventually got the collisions down but the game never got much further than a few static rooms with hand-drawn backgrounds and masks.I laugh as I think about how far I have come; those once great mysteries that I spent weeks wrestling with are now the stuff I trivially implement in a game over the course of a weekend. But it's only to be expected with enough time and practice. [/sentimentalness]Also, FSX, you should wait until I finish adding sounds and upload the next version to try it out, it won't have as mismatched graphics as the version above since I finished the enemies and made things more consistent (and also sounds, yay!)Edit: It's up!Haha, alright.
I have fond memories of Liero too. :D