Beat Jumper by fueelin
UPDATE - 12/25:
I've added a post-compo version of the game that includes some bug fixes and enhancements, such as slowing the song/platforms down on easy mode.
The biggest change is an overhaul to the 'staying on the beat' system. You're now trying to keep the bar full, instead of empty. This makes it harder to lose immediately and does not allow you to make an impenetrable buffer of extra points, as you could before.
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SUMMARY:
Try to stay on the beat as platforms fly past you! Don't go off the screen (for there is only the screen)! Beat your high score!
Each platform represents a note/sound in the music. The corresponding note will sound as the platform hits the yellow line through the center of the screen.
Touching a platform as it crosses the center will increase your score and turn the platform green or yellow. If your timing is off, the platform will turn red and you will lose points.
If your score goes too far negative (as indicated by the bar in the top left), your game is over.
If you have trouble making it to the end, feel free to sit around in the 'game over' screen so you can hear the whole song :)
FEATURES:
-Fast-paced platforming gameplay, in-time with the music.
-Multiple difficulty levels (jump into the E/M/H blocks to set it).
-Automatically saved high scores so you can track your improvement.
-Tight controls.
CONTROLS:
A/D or Left/Right: Run
Space: Jump/Wall Jump
S or Down: Fast Fall (in air)
R: Restart
TIPS:
-Moving left is harder, as you're 'chasing' the platforms.
-If you get stuck in the drum parts (at the bottom), spamming wall jumps can save you.
-See tutorial screenshot on game page/in game directory.
I recorded a demo video of a complete playthrough on Hard, with a score of 270. If you want to get a quick idea of the game or check out some 'advanced techniques', take a look at the YouTube link above!
IF THE GAME CRASHES ON START:
Install the XNA 4.0 distributable (located in 'IFCRASH' folder in .rar)
I've added a post-compo version of the game that includes some bug fixes and enhancements, such as slowing the song/platforms down on easy mode.
The biggest change is an overhaul to the 'staying on the beat' system. You're now trying to keep the bar full, instead of empty. This makes it harder to lose immediately and does not allow you to make an impenetrable buffer of extra points, as you could before.
-----------------------------
SUMMARY:
Try to stay on the beat as platforms fly past you! Don't go off the screen (for there is only the screen)! Beat your high score!
Each platform represents a note/sound in the music. The corresponding note will sound as the platform hits the yellow line through the center of the screen.
Touching a platform as it crosses the center will increase your score and turn the platform green or yellow. If your timing is off, the platform will turn red and you will lose points.
If your score goes too far negative (as indicated by the bar in the top left), your game is over.
If you have trouble making it to the end, feel free to sit around in the 'game over' screen so you can hear the whole song :)
FEATURES:
-Fast-paced platforming gameplay, in-time with the music.
-Multiple difficulty levels (jump into the E/M/H blocks to set it).
-Automatically saved high scores so you can track your improvement.
-Tight controls.
CONTROLS:
A/D or Left/Right: Run
Space: Jump/Wall Jump
S or Down: Fast Fall (in air)
R: Restart
TIPS:
-Moving left is harder, as you're 'chasing' the platforms.
-If you get stuck in the drum parts (at the bottom), spamming wall jumps can save you.
-See tutorial screenshot on game page/in game directory.
I recorded a demo video of a complete playthrough on Hard, with a score of 270. If you want to get a quick idea of the game or check out some 'advanced techniques', take a look at the YouTube link above!
IF THE GAME CRASHES ON START:
Install the XNA 4.0 distributable (located in 'IFCRASH' folder in .rar)
Ratings
| Coolness | 77% | 2 |
| Overall | 3.17 | 587 |
| Audio | 3.58 | 102 |
| Fun | 3.10 | 535 |
| Graphics | 2.17 | 1092 |
| Innovation | 3.53 | 283 |
| Mood | 2.67 | 777 |
| Theme | 2.73 | 1131 |
Theoretically it shouldn't be too hard to allow loading custom levels in a post-compo version. It might be annoying with the XNA Content Pipeline though.
Let me know if you have any specific questions about how something works in the code.
https://www.youtube.com/watch?v=-WDX-m428BM&feature=youtu.be&hd=1
Tricky, a bit of spamming jump here and there, haha, but it works. Nicely done :)
Didn't fit the theme very well though imho
Now, I feel like some things could make it more true to what it should be doing:
1. Make the player action mean something to the music - so the sample plays when the player lands on a colour? Or samples NOT playing when the player doesn't land on it? Right now it's just music playing, and doesn't feel right as a rhythm game... Right now you can take out the music and the game plays the same.
2. Or in reverse, make the music a cue that is a clue for what the player must do. Beat Trip does this very well :)
The biggest change is an overhaul to the 'staying on the beat' system. You're now trying to keep the bar full, instead of empty. This makes it harder to lose immediately and does not allow you to make an impenetrable buffer of extra points, as you could before.