Hero of Elements by donfabio
You are the hero of elements who is destined to save the three connected elemental worlds.
Controls: arrow keys to move around, space to jump, 'a' to attack, space to respawn
Also check out Config/Graphics.cfg to change your resolution. The game is best experienced at 1920x1080 in fullscreen mode. :)
For the Windows build you might need the C++ 2013 redistributable package which you can get here: http://www.microsoft.com/en-us/download/details.aspx?id=40784
Edit: we now have a working emscripten build :)
Edit2: and now we have a Windows build. This build has the editor enabled so you can build your own levels! ;) Please note the script support is absolutely broken. Don't make any use of it, yet.
Controls for the editor are: tab to switch between game and editor, shift and click drag to move the camera, mouse wheel to zoom, left click to place a tile or select an entity, right click to pick a tile or delete an entity, 0 1 2 e to select a specific layer (e is for entities), alt drag to duplicate entities, in tile mode alt to display the tile palette.
Edit3: fixed the OS X build. The runtime search path wasn't set correctly and should now point to the bundled SDL2.framework. This build is Retina graphics capable. As with the Windows version you can modify the Config/Graphics.cfg within the bundle.
We made this game using our own engine based on last year's entry 'Ten Seconds to Apocalypse'. Only this time I added support for animated 3D meshes (although we only used them to animate textured planes). The editor is based on: https://bitbucket.org/donfabio/tilemapeditor
During the jam I highly modified the editor to be able edit the entities in game. This was made possible by the great https://github.com/ocornut/imgui
In the last 3 hours of the jam we tried to add a script system and broke everything horribly. We barely made an intro and outro sequence (using text boxes).
My buddy Johannes made all the vector graphics (tiles, backgrounds, characters) and animated them using Blender which he taught himself just before the jam. He also made all of the (partly sadistic (we scrapped one where there were fake portals to a small room with only one spike and your only option was to kill yourself)) levels. So I could focus on coding.
Even though I'm quite happy with the result, I have to admit the project was a little to ambitious for just two guys. The first two days were all spent on the engine and the editor and making all the assets. So the last day was quite stressing and we had to omit lots of planned things. Even such basic things like a menu.
Controls: arrow keys to move around, space to jump, 'a' to attack, space to respawn
Also check out Config/Graphics.cfg to change your resolution. The game is best experienced at 1920x1080 in fullscreen mode. :)
For the Windows build you might need the C++ 2013 redistributable package which you can get here: http://www.microsoft.com/en-us/download/details.aspx?id=40784
Edit: we now have a working emscripten build :)
Edit2: and now we have a Windows build. This build has the editor enabled so you can build your own levels! ;) Please note the script support is absolutely broken. Don't make any use of it, yet.
Controls for the editor are: tab to switch between game and editor, shift and click drag to move the camera, mouse wheel to zoom, left click to place a tile or select an entity, right click to pick a tile or delete an entity, 0 1 2 e to select a specific layer (e is for entities), alt drag to duplicate entities, in tile mode alt to display the tile palette.
Edit3: fixed the OS X build. The runtime search path wasn't set correctly and should now point to the bundled SDL2.framework. This build is Retina graphics capable. As with the Windows version you can modify the Config/Graphics.cfg within the bundle.
We made this game using our own engine based on last year's entry 'Ten Seconds to Apocalypse'. Only this time I added support for animated 3D meshes (although we only used them to animate textured planes). The editor is based on: https://bitbucket.org/donfabio/tilemapeditor
During the jam I highly modified the editor to be able edit the entities in game. This was made possible by the great https://github.com/ocornut/imgui
In the last 3 hours of the jam we tried to add a script system and broke everything horribly. We barely made an intro and outro sequence (using text boxes).
My buddy Johannes made all the vector graphics (tiles, backgrounds, characters) and animated them using Blender which he taught himself just before the jam. He also made all of the (partly sadistic (we scrapped one where there were fake portals to a small room with only one spike and your only option was to kill yourself)) levels. So I could focus on coding.
Even though I'm quite happy with the result, I have to admit the project was a little to ambitious for just two guys. The first two days were all spent on the engine and the editor and making all the assets. So the last day was quite stressing and we had to omit lots of planned things. Even such basic things like a menu.
Ratings
| Coolness | 61% | 3 |
| Overall(Jam) | 3.15 | 434 |
| Audio(Jam) | 2.00 | 610 |
| Fun(Jam) | 2.97 | 417 |
| Graphics(Jam) | 3.52 | 326 |
| Humor(Jam) | 3.21 | 133 |
| Innovation(Jam) | 2.09 | 726 |
| Mood(Jam) | 2.96 | 450 |
| Theme(Jam) | 2.50 | 615 |
Well done.
Now if you'll excuse me, I'll be off to make a friend play this as well.
Jaloko: Where did you get stuck? This is because some spikes have the damage property set to 0 and 0 is the default value... I know it's stupid.
nice graphics