Kitten by GFM
About
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Legends tell about 7 stones of power. If one were to obtain all 7, a great power would be granted unto that being.
Dependencies (linux)
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To run this game, you must have SDL2 installed on your system.
Simply install it from apt-get and it should work:
$ sudo apt-get install libsdl2-2.0.0
If that doesn't work, try using the development package:
$ sudo apt-get install libsdl2-dev
Installation
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No extra steps are needed. Just be sure that the 'assets' directory is on the same one where the application is.
Instructions
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Gamepad is strongly advised!
Keyboard:
- Use 'A' and 'D' to move
- 'spacebar' jumps
- Aim and fire with the mouse
Gamepad:
- Use the left stick to move and the shoulder buttons to jump
- Aim with the right stick and shoot with the trigger buttons
*I only tested using a XBox 360 wired gamepad, so I can't assure that any other will work. If your gamepad isn't custom, it'll probably work fine.
If the game finds a gamepad it doesn't support, it'll crash!!
Tools:
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Language: C
Libs: SDL2, GFraMe
Editor: vim
Pixel art: GIMP
Tile editor: Tiled (with custom plugin)
Sfx: Bfxr
Song: Benjamin Soule's VMML
Timelapse: Chronolapse (will render it on Blender, later)
I reused 2 code snippets, from previous projects (on my github, and that I announced on my "I'm in!" post):
- Code to render part of a tilemap to a camera
- Base code for the Tiled plugin
Edits:
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2015/04/21 - Created a release on github and modified the link here (so I can fix bugs and stuff)
2015/04/21 - Fixed a bug on the Linux version. It (probably) only happened on systems that doesn't support SEEK_END as the fseek target. The patch can be seen here: http://pastebin.com/4gkrpMB9
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Legends tell about 7 stones of power. If one were to obtain all 7, a great power would be granted unto that being.
Dependencies (linux)
--------------------------------------------------------------------------------
To run this game, you must have SDL2 installed on your system.
Simply install it from apt-get and it should work:
$ sudo apt-get install libsdl2-2.0.0
If that doesn't work, try using the development package:
$ sudo apt-get install libsdl2-dev
Installation
--------------------------------------------------------------------------------
No extra steps are needed. Just be sure that the 'assets' directory is on the same one where the application is.
Instructions
--------------------------------------------------------------------------------
Gamepad is strongly advised!
Keyboard:
- Use 'A' and 'D' to move
- 'spacebar' jumps
- Aim and fire with the mouse
Gamepad:
- Use the left stick to move and the shoulder buttons to jump
- Aim with the right stick and shoot with the trigger buttons
*I only tested using a XBox 360 wired gamepad, so I can't assure that any other will work. If your gamepad isn't custom, it'll probably work fine.
If the game finds a gamepad it doesn't support, it'll crash!!
Tools:
--------------------------------------------------------------------------------
Language: C
Libs: SDL2, GFraMe
Editor: vim
Pixel art: GIMP
Tile editor: Tiled (with custom plugin)
Sfx: Bfxr
Song: Benjamin Soule's VMML
Timelapse: Chronolapse (will render it on Blender, later)
I reused 2 code snippets, from previous projects (on my github, and that I announced on my "I'm in!" post):
- Code to render part of a tilemap to a camera
- Base code for the Tiled plugin
Edits:
--------------------------------------------------------------------------------
2015/04/21 - Created a release on github and modified the link here (so I can fix bugs and stuff)
2015/04/21 - Fixed a bug on the Linux version. It (probably) only happened on systems that doesn't support SEEK_END as the fseek target. The patch can be seen here: http://pastebin.com/4gkrpMB9
| Windows | https://github.com/SirGFM/ld32/releases/download/v1.0/kitten_win.zip |
| Linux (Ubuntu/Debian - x86 / x64) | https://github.com/SirGFM/ld32/releases/download/v1.0/kitten_linux.tar.gz |
| Source | https://github.com/SirGFM/ld32/tree/v1.0 |
| Timelapse+Postmortem | http://ludumdare.com/compo/2015/04/20/kitten-postmortem-timelapse/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=7375 |
Ratings
| Coolness | 56% | 3 |
| Overall | 3.24 | 488 |
| Audio | 2.97 | 406 |
| Fun | 3.25 | 392 |
| Graphics | 3.41 | 338 |
| Humor | 2.68 | 568 |
| Innovation | 3.14 | 528 |
| Mood | 3.07 | 434 |
| Theme | 3.09 | 763 |
(The windows link)
I couldn't scale the window, so it was very tiny on my screen, and I often clicked out of the window, when I tried to shoot downwards, this would be fixed if the player wasn't directly at the bottom of the screen.
Now onto the game: It's pretty well polished! I accidentally skipped the shooting instruction, but I like the mechanic of using it to jump higher. I only wished you could move during that time, though!
I feel like the text's not very easy to read. Graphics and music aren't too bad! Overall, good job!
And since I played with a gamepad throughout the development, I didn't even though about the possibility of miss-clicking the window (even though it happened while I tested the moust...).
@TheScopelessOne - Try right clicking the file and selecting 'Keep'.
Thanks for all comments. :)
What I can't imagine is a feature though is the horrible screech sometimes emitted on touching spikes, between that and how long the game took, I would like a mute button to be available. The music was nice, but it gets repetitive fast.
I am really impressed by the size of the game you created in 48 hours, but it might be nice to add a few more checkpoints. I was dying a lot, even with sequence breaks, so I imagine it would be a lot harder playing through it regularly.
If you are talking about, for example, about getting the green stone as the second one, that was completely intended. =D
The screech you here on the spikes only happens if you jump while on the spikes. Since you are touching the floor, it will allow you to jump every frame, without moving... Which results in lots of sounds playing.
Something that wasn't explained is that you can pass over the "altars" to set it as a checkpoint, once again....
Perhaps disabling controls while dead would be a fix to the sound issue?
I did see that the altars worked as checkpoints, I just think having checkpoints at the halfway points between them would allow players to get back into the parts they're struggling with faster (at least from my experience).
Green can be gotten right after red, actually. But about the other two (indigo and purple), I really didn't think they were possible...
Congrats for doing that! =D
About the checkpoints...
As a developer, feel divided. I may be wrong, but the only part that really needs more checkpoints is between blue and indigo. The only part that is somewhat hard is before yellow.
Other than that, you could, for example, re-activate the red altar before trying both green and purple... but they are mostly safe (as well as the path before blue).
Still, I can see how players could benefit from that...
If I expand this game (something that I wish to do, but after updating my framework), I'll go through these comments once again. :)
Really, thanks a lot for the feedback. :D
Sometime ago, I looked into SDL2's support for chrome's native client, but wasn't able to make it work... So, at the time, a web player is totally out of question.
On another hand, I've read about how to cross compile from linux to Mac, but I still haven't tried... So there's still this possibility. Don't know when I'll get to try it, though. :(
If I do get a work around, I'll be sure to tell you about it. :)
Apparently, based on the log, you were able to find the file, but your system failed to fseek to the end of the file (in order to get the file's length).
If that's indeed the problem, I have an idea that should work... I'll try to fix that...
And done! :)
It should work, now.
Other than that it was interesting to play around with, but you could really have a smaller dead zone for the camera movement, I had to do several jumps of faith. And more checkpoints would have been nice
Woah, it's hard. A bit more checkpoints would be handy! Stuggling with 4/6 part now. Something keeps me playing though, so that's a good sign ;)
However, lack of mouse locking is annoying - quite a lot of time I went with my cursor outside the game window and switched focus to something else :(
You can actually use both... I probably wasn't clear enough on the in-game explanation. =X
I, for instance, prefer to jump with the left shoulder button and shoot with the right trigger.
Mechanics make the game really well. They do a good job on the theme too. Creative. Nice graphics.
It also takes a while to play, which is great for an 48h game.
Oh, and I also found an hilarious bug: When you press space while you're in spikes, your death will be loud.
Great work!
I was more thinking of it as something to keep in mind for if you made the game larger. It's not really an issue now, but if the game world was significantly larger, the same density of checkpoints could be stretching it.
At the current checkpoint density, there's always about three or so challenges between checkpoints. This means that the player has to go through the gauntlet of challenges to move foward, and has to go through them again to go back. This is fine for a game focusing on platforming challenges, but it would make exploration more painful. Placing checkpoints more frequently would mean there's less pressure to consistantly execute the platforming, but would allow players to test themselves against various challenges without being punished as harshly. It's an exploration vs challenge thing, I think.
Of course, you could try doing something creative with the checkpoint system instead. They Bleed Pixels and LD31's winner birdsong both let you control where you place checkpoints, and could be worth checking out. Maybe you could make a checkpoint system where you can place a kitten anywhere as a checkpoint, but can't activate a new altar checkpoint until you go back and pick up the kitten. Something like that would allow both exploration and challenge gauntlets, I think.
By the ways, I really enjoyed it
Get to the fifth stone, but it is difficult to advances not :-p