Hello everyone.
April's entry to my 1 game a month challenge is a demo of a platformer.
Download release.
Could you please test this for me and let me know your thought on the the 'feel' of the player's movement.
---
Now the technicals:
I've tried to make the engine as generic and as customisable as possible.
For this demo, there are no enemies, no animation, no background and no detailed sprites. Just jump your way past the spikes to the exit.
This engine is obviously incomplete.
It currently supports:
Currently the engine uses ~26 scanlines (~10% CPU usage) to move the player and update the map for SlowROM including DMA transfers.
Art assets were found on opengameart.org and licensed under CC-0. (castle tiles, ice platforms)
The map was created with tiled, python scripts is used to generate the metatile tilesets and the metatile maps.
During the month of May I am going to:
I still need to determine how to handle off-screen entities. I know I wont be able to update every object in the game. I'll need a system to mark which objects are processed or not.
Back of the envelope calculations suggest I should be able to process 14 enemies, 8 enemy projectiles, 4 player projectiles and 10 'particle' effects and still only use 50% of a frame for the rest of the engine.
I have something in mind that I'll ask you guys for your ideas when I figure it all out.
As usual the game is released under the MIT license and source is available on github.
April's entry to my 1 game a month challenge is a demo of a platformer.
Download release.
Could you please test this for me and let me know your thought on the the 'feel' of the player's movement.
---
Now the technicals:
I've tried to make the engine as generic and as customisable as possible.
For this demo, there are no enemies, no animation, no background and no detailed sprites. Just jump your way past the spikes to the exit.
This engine is obviously incomplete.
It currently supports:
- A dynamic (system editable) 16x16 px metatile map.
- Entity friction/movement speed adjustable for each tile type.
- Interactive tiles that are activated when the player stands on them.
- A Super Mario Bros-like 'death' animation.
- Static platforms.
- A resource lookup table.
Currently the engine uses ~26 scanlines (~10% CPU usage) to move the player and update the map for SlowROM including DMA transfers.
Art assets were found on opengameart.org and licensed under CC-0. (castle tiles, ice platforms)
The map was created with tiled, python scripts is used to generate the metatile tilesets and the metatile maps.
During the month of May I am going to:
- Integrate the metasprite subsystem from Elevator Madness DX into the engine.
- Integrate the entity allocation and collision subsystem from Asteroids into the engine.
- Add more maps.
- Add a parallax scrolling background.
I still need to determine how to handle off-screen entities. I know I wont be able to update every object in the game. I'll need a system to mark which objects are processed or not.
Back of the envelope calculations suggest I should be able to process 14 enemies, 8 enemy projectiles, 4 player projectiles and 10 'particle' effects and still only use 50% of a frame for the rest of the engine.
I have something in mind that I'll ask you guys for your ideas when I figure it all out.
As usual the game is released under the MIT license and source is available on github.