- Joined
- Nov 29, 2006
- Messages
- 2,482
Hello forum!
About two days ago, me and a friend in my class finished a prototype for a class assignment. I thought it would be a good idea to submit it here to let everyone try it.
We have a more or less fully developed story, nothing all excited though, but it works pretty nice. However, you will not be able to see that in this prototype, since it is mere a sample of a few test levels and a final credit title.
Short speaking (I left some of the story out), the story is about Dr. McSlime who lives on a junkyard for chemical waste, outside a city. One day a storm passes by and flushes McSlime away from his home, throwing him unconscious in the violent water. When he wakes up, he find himself far, far away, somewhere outside the city, underground in the sewers. His journey begins to find his path home. But danger lies ahead and there is no one or nothing that he can trust. He have absolutely no idea how he will get home, but one thing is for sure. He must if he wants to survive.
The game itself is inspired by the 2D retro NES generation, both in graphics and music, and is written in C++ (using SDL)
You take the control over McSlime, and should guide him through a series of levels. Since this is a prototype demo, the outcome of the actual game (if that ever happends) will be more advanced, mostly speaking in level design and textures, and even power-ups, special moves, and enemies.
In this prototype:
*In each level find the path from the green flag to the red flag.
*Do it as soon as possible to get a higher score in each level
Controls:
*Control with the arrow keys, (jump is with the up key, down does nothing)
*Press R to restart a level (you have infinite tries on each level, and restarting to get a higher possible score in the end is possible
Hints:
*The levels are pretty much designed to test the usage of "Wall-bounce" use it as an advantage.
*You will jump in different heights determined on how long you press down the jump button.
Potential Spoiler, don't watch the entire video unless you want to see all levels first
Speedrun without pressing the R button, as played by Dan van Ohllus. Thanks man:>
I would also like to redirect you to my friend's channel at youtube, if you like the music. He has been recording pretty many chiptunes and other songs, and would most likely appreciate it if you check it out. They are pretty good
Robinerd's Channel
Also if you like, check my channel out, despite the fact that I pretty much have nothing there (like 3 videos of another game)
Eccho's Channel
Known Issues:
*What we call the "corner glitch" - Sometimes it is possible to collide with a corner of the environment tiles, generating a larger velocity in the Y-axis than usual.
Currently a unknown reason
*"Invisible wall glitch" - Appearing a bit randomly, sometimes McSlime will collide with something even though it's nothing there. It is avoidable, but can happen if you are unlucky. Restart the level and try again if it ruins something.
Currently a unknown reason
*"Level screen ending glitch" - It seems to be the case half of the times you run the game or something, but at the end of each level it should say "Level Clear!" followed by Time Bonus and Total Score. Sometimes the game freezes instead (potentially crash if you try to exit, as said by EoW), and does not show Time Bonus and Total Score, but it will continue like usual to the next level.
Currently a known reason, and a replacement for the method we are using in the code is looked over.
Temporary solution, notify if this does not fix the problem - Setting the game to be run at compatibility mode for windows xp sp2 will let it display text properly (though still pause the game)
*No fps limit - yes, we did not implement that yet. So one of your cores might be used too much when playing.
*The sun is placed wrong - yes, we know it, it makes no sense that the shadows and the sun is not matching. We could flip the tiles or the background image however, but yeah, we are aware of that mistake.
*"lag-through-floor" glitch - under certain circumstances the fps can drop down really low, resulting to collision faulties and possibly falling mcslime through the floor.
Good Luck
I am probably going to edit this post more later.
Anyway, general feedback and comments are appreciated.
This prototype may be distributed for feedback purpose, don't steal our work without permission :V
~Eccho~
Edit: Yeah, it is a prototype, just ignore demo :V
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