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  LoGaP: a 2D platformer (08.04.2013 update - playable build v0.2)  (Read 6219 times)
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Offline heisenbergman

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« Posted 2013-05-13 17:24:25 »

I was going back and forth whether or not I should post what little I have of my game here, but I figured I should just go ahead and jump right in since there were no guidelines anyway regarding how far along a project should be before you could post it.

I've been studying how to program games in Java for the last three weeks, and I'm using this game as a vehicle to apply what I learn. It's a 2D Platformer and I want it to come across as distinctly physics-based (it uses libgdx/Box2D). What else it's going to be is up in the air... I put in a little experience bar there and some objects one can gather to gain experience, but I only have a vague idea of what I want to do with it so far. Also not sure if I want it to be action-based (like Cave Story for example) or puzzle-based (like LIMBO) or a little of both.

So far, at this point, I'm just winging it Grin

UPDATES:

Update 07.04.2013: --- LINK

**latest** Update 08.04.2013:
I figured I'd try releasing updates on a monthly basis no matter what I've done up to that point; so, here's playable build v0.2:

download link (6.20MB)

I wasn't able to do much for July because *cough*steamsummersale*cough* I was "a bit busy" *cough*steamsummersale*cough*, but I think I made significant progress in some areas.

(1) I added gamepad support for the xbox360 controller. The input device detection is a bit crude for now, but it will have to do... for now. It simply selects gamepad as the input device if it detects one, and selects the keyboard otherwise. NOTE: I find that the game plays better with a gamepad, so I would recommend that if you have one, use that instead of the keyboard.

(2) I reworked the controls significantly in pursuit of "tighter" movement. So, compared to the version last month, I would say this new version features significantly tighter and much less floaty controls.

(3) And related to #2 above, the player can now double-jump and wall-jump.

(4) I played around with animations. So the enemies are now animated. It seems a bit amateurish, but I think I did more than I think I could, tbh.

(5) I increased the screen size to incorporate the status bar. So the game is now at 1280x720 (a relatively standard resolution) instead of the 1280x640 it previously was.

(6) Where the game took a step backwards is the mechanics. It's not that I don't have anything planned for the mechanics; but rather, I haven't implemented it yet. Also hope to start adding a lot more new levels.

(7) The point of the game, just to explain, since the game doesn't explain it yet:

[Goal] The goal of the game is in two parts: First is to control the gray circle and maneuver it around the level to find and come in contact with the pink circle. After you come in contact with the pink circle, you will meld into a single gray-and-pink circle. The second part of the goal is that once both circles have melded together, you must maneuver your way into the pink door. This ends the level and moves on to the next one.



Please try it out and kindly provide feedback if you feel that your suggestions would make the game better Smiley Thanks!

Offline alaslipknot
« Reply #1 - Posted 2013-05-13 17:39:06 »

i like it, the control looks smooth and i think it would be more better if you make it a little bit faster, the scrolling is very good too, i just have a little question  Roll Eyes
was it "very" hard to implement box2D into your game ? 
and is it Java2D only or you're using another library ? (beside Box2D of course)

"It's not at all important to get it right the first time. It's vitally important to get it right the last time."
Offline heisenbergman

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« Reply #2 - Posted 2013-05-13 18:15:45 »

^ Box2D was a bit challenging, especially the part where you have to convert meters-to-pixels and vice versa... it's a bit tricky, but once I got a hang of it, applying it in the game got progressively easier.

I'm planning to start reading up on joints next, so I hope that will have some practical application in the game.

Sorry I didn't make it clear in my OP: I'm using libgdx, which has Box2D included in it Smiley Aside from that, I'm using JInput to handle the controls.

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Offline Jimmt
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« Reply #3 - Posted 2013-05-13 18:53:53 »

Box2D is very simple to implement, you have a World, a Body, FixtureDef, and BodyDef for each physics object, just plug in values and it works magic. For Java2D there's JBox2D but it's not as good as libgdx's box2d which draws directly from the original box2d.
Offline HeroesGraveDev

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« Reply #4 - Posted 2013-05-13 21:33:01 »

What does LoGaP mean? Smiley

Offline heisenbergman

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« Reply #5 - Posted 2013-05-14 00:37:25 »

Box2D is very simple to implement, you have a World, a Body, FixtureDef, and BodyDef for each physics object, just plug in values and it works magic. For Java2D there's JBox2D but it's not as good as libgdx's box2d which draws directly from the original box2d.
I swear this is harder than it sounds for a newbie Tongue

What does LoGaP mean? Smiley

This is a well-guarded secret, lol Lips Sealed

Offline HeroesGraveDev

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« Reply #6 - Posted 2013-05-14 05:51:38 »


Why?
Why make a game and not tell what it's called?
Why respond with an answer that tells us nothing?

WHY?!?!?!?!?!?!?!  Grin

For now I'll assume it's "Legend of Greg and Pete" Tongue

Offline Longarmx
« Reply #7 - Posted 2013-05-14 05:54:11 »

Looks good so far.  Smiley I'm really interested in what "style" you decide to take as you continue progress!

Offline aleator

Innocent Bystander





« Reply #8 - Posted 2013-05-14 17:57:56 »

Looks good so far.

I especially like that exp bar. But for me it would be more sensical if the bar started black and would fill up with the pink block (or would recede (i.e. get more black) from the right).
Offline heisenbergman

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« Reply #9 - Posted 2013-05-31 11:39:15 »

^ Thanks for the suggestion! It does look better that way.

I added some shooting mechanics and enemies to shoot at as well as expanded my "playground" for the time being.

Have barely started on level/world design.

As I was doing this, I discovered that there were some quirks with having a ball as one's main character in terms of how to efficiently design the mechanics of movement and shooting Tongue

<a href="http://www.youtube.com/v/DziM9kKutxY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DziM9kKutxY?version=3&amp;hl=en_US&amp;start=</a>

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Offline ags1

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« Reply #10 - Posted 2013-05-31 16:54:12 »

It looks very nice! I think your enemies look quite threatening.

Offline heisenbergman

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« Reply #11 - Posted 2013-06-01 02:57:22 »

^ Thanks! I'm very artistically challenged so that means a lot Cheesy

Offline heisenbergman

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« Reply #12 - Posted 2013-06-13 18:51:16 »

I ended up overhauling my game concept. Because if not, it'll take me a year to get things done with everything I want to do now. There's a lot of other game ideas I want to pursue that could only be done by starting other game projects, so I'd like to finish this and move on, which makes me realize that maybe there's some wisdom in starting with making a lot of small games before moving to something bigger.

All the things I have done so far will be elements in the eventual final version of this game, but will likely work in a different way.

I'm hoping that something playable should be out within the month. For now, here's a video of my latest progress (sorry if you're not a fan of annotations since I put in quite a few):

<a href="http://www.youtube.com/v/UNPwJuiZXjc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/UNPwJuiZXjc?version=3&amp;hl=en_US&amp;start=</a>

^ This is after the change in direction of the game, some significant tweaking of the AI, plus addition of item drops and slight change in shooting mechanics... So this will likely turn into a level/stage-based action platformer after all.

Offline heisenbergman

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« Reply #13 - Posted 2013-06-21 07:20:37 »

Level design is srs bsns... Cranky


Offline NegativeZero

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« Reply #14 - Posted 2013-06-21 07:24:53 »

Your game is starting to look really good!
It would be cool if you were able to do something with the orientation of the ball, e.g. the projectile will fire in the direction that little black dot is facing.
Offline heisenbergman

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« Reply #15 - Posted 2013-06-21 07:30:46 »

Your game is starting to look really good!
Thanks!

It would be cool if you were able to do something with the orientation of the ball, e.g. the projectile will fire in the direction that little black dot is facing.
I know right??

I've been going back and forth regarding the shooting mechanics of my game. That's just a vague idea of what I have in mind; but right now I'm leaning towards the outer layer of the ball and inner layer being disjointed, with the outer circle being more relevant to the movement and inner circle more relevant to the shooting.

Offline NegativeZero

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« Reply #16 - Posted 2013-06-21 07:33:35 »

Almost gyroscopic? That would be cool!
It would also link back to your idea of a "Physics platformer".
Offline heisenbergman

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« Reply #17 - Posted 2013-06-21 07:48:50 »

not really smooth in a gyroscopic way Smiley just that the outer circle will be rolling as the ball moves, but the inner circle will be fixed where the ball is facing, so that's the direction the player shoots.

Offline NegativeZero

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« Reply #18 - Posted 2013-06-21 07:50:25 »

I'm guessing you'd end up changing your sprite quite a bit, as currently the only thing that identifies if the object is rolling is the black dot.
Offline heisenbergman

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« Reply #19 - Posted 2013-06-21 08:22:21 »

Hmmmm not sure exactly how, but I'll play around with it over the weekend Smiley

Offline heisenbergman

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« Reply #20 - Posted 2013-07-04 06:53:16 »

Here's a playable sample of the game so far: download link (7.05MB)

Since I haven't had time to integrate tutorials/instructions yet, I'll just explain everything here for now:

!!! To start the game, navigate the gray ball in the menu screen to the platform with "New Game" --- when the text turns yellow, hit Enter !!!

(1) [Goal] The goal of the game is in two parts: First is to control the gray circle and maneuver it around the level to find and come in contact with the pink circle. After you come in contact with the pink circle, you will meld into a single gray-and-pink circle. The second part of the goal is that once both circles have melded together, you must maneuver your way into the pink door. This ends the level and moves on to the next one.

(2) [Controls]
  • W or Up Arrow = Jump
  • A or Left Arrow = Move Left
  • D or Right Arrow = Move Right
  • S or Down Arrow = Thrust Down (if in-air) or Brake (if on the ground)
  • L = shoot (NOTE: you may only shoot once gray-and-pink have melded together. Gray on its own has no ability to shoot)

(3) [On-screen Text]:
  • Time = amount of time passed since you started the level (number in parentheses is the target 'perfect' time)
  • Gold = number of gold coins you have picked up (will be used for something I haven't implemented in the game yet)
  • Exp Gain = total amount of experience that you will gain from completing the level.
  • Tot Exp = Total experience you have accumulated in the game.

(4) [Notes]
- Exp Gain will decrease while playing the level if (a) you take longer than the target time to finish the level; or, (b) you are hit by an enemy, which decreases the exp gain by 5 points.
- The on-screen text is temporary. I plan on making it graphical eventually.
- Sorry for the game being totally silent for now. I'm still composing the music and working on the sound effects.
- So far there are only three levels. I've put them to loop for five times in this playable sample.
- I'll have to tweak the shooting mechanic since as it is right now, it's pretty useless.



Please try it out and kindly provide feedback if you feel that your suggestions would make the game better Smiley Particularly in the following areas:

- How do the controls feel? I think it has the potential to be too 'floaty' or a struggle. But I'm thinking of giving the player the ability to improve the control of the ball as the game progresses in a similar way to how players upgrade cars in racing games (improve the acceleration, handling, etc)

- Is the target time for the levels just right? Should it be greater (meaning the target time is too hard to beat) or less (meaning it's too easy)?

Offline trollwarrior1
« Reply #21 - Posted 2013-07-07 22:11:40 »

Didn't even notice anything about the target time. Target time should be the fastest time you yourself can actually do. Controls really do feel very floaty once you're in the air. On the ground they feel pretty responsive, but in air it's really slow. My Squaball has not responsive controls and yet I find these controls very difficult. Might be just me.
Offline heisenbergman

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« Reply #22 - Posted 2013-07-08 03:12:35 »

Didn't even notice anything about the target time. Target time should be the fastest time you yourself can actually do. Controls really do feel very floaty once you're in the air. On the ground they feel pretty responsive, but in air it's really slow. My Squaball has not responsive controls and yet I find these controls very difficult. Might be just me.

Ok thanks! I read somewhere that a character should have as much control to move horizontally in the air as it has on the ground. Would you agree? Because my instinct is that it should have less control in the air... and it's just a matter if determining how much less would be best for the game...

Offline HeroesGraveDev

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« Reply #23 - Posted 2013-07-08 06:56:44 »

It depends on the kind of game.

For Guardian II, I had air movement the same as on grous, minus friction.

Some other games (thinking Portal) have floaty air controls.

Try both (and any other ideas you may have) and see what fits best.

Offline heisenbergman

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« Reply #24 - Posted 2013-07-08 07:10:20 »

Yeah, thanks. Actually, because of all the discussion I've been having about platformer controls, I'm going to try and experiment with movement handling starting from as realistic as possible to more like classic SMB-type movement handling just to get a feel for it all.

Offline mrdeathjockey

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« Reply #25 - Posted 2013-07-08 09:57:21 »

Simply crashes under JRE 1.7 for mac... A lot of the games on JGO are not 1.7 friendly are they...
Looks great, just want to be able to play it :c

Offline heisenbergman

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« Reply #26 - Posted 2013-07-08 10:04:00 »

Maybe it's because it's on the Mac? :-/ Because I'm programming this on 1.7 actually...

Offline HeroesGraveDev

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« Reply #27 - Posted 2013-07-08 10:13:03 »

Simply crashes under JRE 1.7 for mac... A lot of the games on JGO are not 1.7 friendly are they...
Looks great, just want to be able to play it :c

I'd say it's a Mac problem.
I've never had problems with Java 6 games on JRE 7

Most people still use Java 6 for development because of the Mac crap with Java 7 anyway.

Offline heisenbergman

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« Reply #28 - Posted 2013-07-08 10:36:27 »

I'll look into crash issues with the Mac mrdeathjockey, but I certainly won't be able to test it if ever since I don't own a Mac...

Offline Quirq

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« Reply #29 - Posted 2013-07-08 10:47:06 »

Didn't encounter any problems whatsoever!

Very nice gameplay, quite early release I assume?
I enjoyed it though, can't wait to see more from this game!

(Still keen to know what LoGaP stands for Wink )


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