Friday, April 12, 2024
HomeIndie GameHop!2D, a special platformer with solely 2 management keys (WIP)

Hop!2D, a special platformer with solely 2 management keys (WIP)


cute sport, kinda grew on me over the short time that I performed, regardless that a number of the graphics are a bit tough, and I would not thoughts exploring the remainder of the worlds if solely I didn’t get pissed off out of the sport, which is what normally what occurs to me with such platformers.  Embarrassed

And I say “such platformers”, regardless that you “promote” the sport as one thing completely different. However let’s be sincere now, the essence is strictly the identical, and even the factor that the character is compelled to consistently leap “was executed already”, in order that’s not what makes it completely different. Sooner or later, I might concentrate on what _is_ completely different about it, no matter it’s. Wink

I feel “folks within the style” will take pleasure in it, particularly should you preserve including issues like the primary boss (actually cool), there are only some notes I’ve:
– The Choices sideways… sorry I do know it is meant to be enjoyable, however I hated it. xD
– The decision appears a bit unusual, like for a cellular, however probably not. It will be good to have the sport decision/viewport/digicam alter to the display decision, so I might see the whole degree on my widescreen monitor (I imply, why not).
– The sound of “time working” out was the principle cause why I received pissed off, undecided why however I hated it. Tongue
– Serious about what might have been irritating me, the bounce off partitions is perhaps too sturdy, particularly once I’m at excessive speeds. Additionally avatars acceleration might have been making some issues too troublesome (I do understand that the fast increase in pace could also be wanted in greater ranges).
– I am undecided about a number of the items of graphics. I like a lot of the sport, however some objects, avatars included, are made in a special decision. Not likely certain how I really feel about it. .)

No technical notes as a result of it ran very easily. Total nicely executed. Smiley

Good luck!  Beer!

Nicely, to start with, thanks for such an intensive suggestions ! Grin

It’s very superb should you’re not a platformer participant, it is at all times attention-grabbing to have all factors of view and I’ll gladly add your title within the sport credit to your contribution. I’ll attempt to reply in addition to I can  Wink

First, you are proper, it appears the “constantly leaping character” was used earlier than however I used to be completely unaware of it till any person despatched me a hyperlink to a different sport utilizing the identical precept. No massive deal, I didn’t faux to re-invent the wheel however merely persist with my aim : create an attention-grabbing platformer with essentially the most fundamental controls (left and proper instructions). A form of tribute to the oldest arcade video games, I assume (my eternal nostalgia). My resolution to show menus “sideways”, although uncommon, was made to maintain controls constant (2 extra keys had been vital to verify or cancel a alternative, in fact) and convey one thing authentic to the sport interface.

Graphically talking, many issues are explainable from my authentic selections. For instance, each elementary block is contained in a 32×32 pixel grid (typical old-style Window icon) and so are primary character and most surroundings components. The ultimate decision of the sport is just doubled utilizing 2:1 scaling. I didn’t wish to use any anti-aliasing or filter to stay with pixel artwork type and old-fashionned arcade look. That method, the sport’s native decision is just 360×360 pixels (however bear in mind Donkey Kong’s one was solely 224×256 pixels !) however, in window mode, it reveals like 720×720 (all the things being scaled up in fullscreen mode). I selected a sq. decision for two causes. First, I assumed the principle character ought to have the identical sight vary in X and Y instructions to anticipate his strikes and I didn’t need the sport to rely on completely different display height-to-width ratios. Secondly, I intend to make a cellular model of the sport as soon as the laptop computer one is finished and I needed to preserve some room for giant tactile controls.

As you observed, every degree will not be completely displayed on display. That’s intentional as a result of I wished to have full freedom with the extent measurement with out altering the principle character’s scale. However the principle cause is that I didn’t wish to present an excessive amount of of a degree in order that the participant learns first learn how to watch out and anticipate its jumps and development. That is additionally why I selected to deliver Hop nearer to the border of the display when hurrying : the extra the participant rushes, the much less he can anticipate hazards. Time (slightly power, right here) is proscribed however, at the very least in first worlds, there isn’t a must hurry, the sport is extra about precision and anticipation than pure pace, one other alternative I constructed from the beginning. From the primary feedback I had, I made a decision so as to add a coaching mode the place time will not be restricted however the sport ends after the ninth degree, proper earlier than the primary boss, with none enemy encountered. That method, the participant can deal with Hop’s behaviour earlier than beginning a “actual” sport.

As the sport universe grew (it would take greater than 2 hours to finish all working ranges up to now), it turned clear I wanted a technique to save the participant’s progress. From the beginning, I divided the sport into 10-level worlds the participant might unlock and presumably restart type as soon as all its lives had been misplaced. However that clearly was not sufficient to some gamers who wrote me it felt too punishing to restart an entire world after shedding in its final ranges. After large testing, I agreed they had been proper, particularly in troublesome worlds ! I finally added an 8-slot save system on the finish of every degree. I am glad you loved the primary boss however consider me, you will have simply scratched the floor of the sport should you stopped there !

About Hop’s leaping/bouncing talents, I will not change something in the present day as a result of I spent fairly some time to get the appropriate setting and the extent design is immediately linked to this (most reachable peak, most momentum, and so forth.). Altering one single parameter (or transferring a single elementary block) would make some ranges unimaginable to finish. There are some locations the place Hop should preserve near partitions after working quick and you are able to do it by retaining course key pressed after the shock (which doesn’t price any power, similar for prime falls as described within the HELP menu).

I heard your criticism concerning the power warning sound. To be sincere, I do not know is there is a “appropriate” sound for this characteristic. I didn’t imply to make it disagreeable or demanding but it surely needed to be clear even with different close by sounds (enemies, bosses, mechanisms) and match the visible lifebar blinking. Something to counsel ?

Hope these feedback had been helpful to you and may assist should you carry on enjoying the sport.

Thanks once more !  Smiley  Toast Right



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