Connected We Run by Sandcrawler
Controls are the Arrow Keys.
Endless runner.
Tools:
Construct 2 (Engine)
php (Highscore table)
Photoshop (making squares)
Fakemusicgenerator.com (music)
Audacity (modifying the generated music)
Edit 8/24/14 1:12pm PST(4 hours left):
I found some time to add music, sound, and a more interesting menu screen. I also fixed the bug with the replay button by removing it entirely.
Endless runner.
Tools:
Construct 2 (Engine)
php (Highscore table)
Photoshop (making squares)
Fakemusicgenerator.com (music)
Audacity (modifying the generated music)
Edit 8/24/14 1:12pm PST(4 hours left):
I found some time to add music, sound, and a more interesting menu screen. I also fixed the bug with the replay button by removing it entirely.
Ratings
| Coolness | 54% | 3 |
| Overall | 2.84 | 905 |
| Audio | 2.81 | 482 |
| Fun | 2.79 | 788 |
| Graphics | 2.10 | 1120 |
| Humor | 1.75 | 889 |
| Innovation | 2.68 | 903 |
| Mood | 2.62 | 873 |
| Theme | 3.54 | 339 |
The map is totally random after the first five platforms.
@YopSolo: It's almost imposable to secure a leaderboard, so I think it's justified to not have it be secure within 48 hours.
Also i guess it was bad luck but there was an unpassible part for me and i fell to my death :(
there were 4 or 5 platforms all too high for me to jump on and the next one was too far for me to make the jump.
Speed - I realize now the speed is low, I wanted the game to start slow and get faster. The platforms do increase the speed that they move, by five pixels every 10 seconds. Platforms are spawned randomly every 3 seconds. You can see the speed increase because some of the platforms will catch up to the ones ahead. Overall I think the speed should increase faster or there should be multiple difficulties that determines the speed.
Platform Spawning - I know it can spawn platforms that make the jump impossible. Its purely random on the Y axis so sometimes it spawns them right up at the top. It could be fixed by making it so that the platforms cannot spawns above where the player can fit. Initially I wanted the player to be able to jump outside of their worlds, as a way to get onto the platforms above, but it wasn't working out.
@YopSolo No its not. As Nsmurf mentioned I don't think securing a leaderboard is worthwhile for a 48 hour game. There is a maximum score set, but it was set impossibly high and I lowered it to reasonable now. This game technically has no end and the score could be really high if you got lucky with the platforms.
@Nsmurf I have noticed that jumping in the side of the platforms can bug out. and you end up falling through it. I recall having this problem in past versions of Construct 2, and finding a way to fix it. I'll look into it if I continue.
@joseadrian In any future versions I will for sure have either multiple difficulties for the speed, or have a speed ramp up faster.
@gandalf1209 Sorry, I knew the platform spawning was going to do it, but I couldn't think of a fix at the time.
@Gravity Games It does speed up, but its relatively slow to increase speed. The music was added at the last minutes, I had limited time today and managed to squeeze it in. I agree it is repetitious and I would like to have had more songs for it.
@dokidoki Thanks, I though it would be interesting to control two characters at the same time, specifically in an endless runner where at some point you are going to lose one of the two character, or sacrifice one. I will check out your submission as well as everyone else who has commented.
@kirbytails7 There is no lose condition, the goal is to run as far with both characters as you can. The lowest time that a character survives or the first one to fall out becomes the multiplier for the score. So it takes the time of the lowest run multiplied by the total of both runs.
@kadybat Thanks, I will certainly keep it in mind if I continue with it.
@tomkers Thanks, In any future versions I will increase the speed.
@Xenolupus Great I was a little worried about the theme showing, some of the early people that I had play the game saw it as a mirrored world, rather than a connected one. And while I think the two are similar I do not think a connected world needs to be the same.
@Weaver Yep...sounds about right.
@Greg Klein Agreed, I should have revisited the platform spawning when I blocked the character from jumping outside of the respective world. Speed slowly grows but I agree it starts of really slow and you tend to get an impossible jump before the speed increases greatly.
@StencylTuo It is basic, I had other stuff to do this weekend as well and did not end up with as much time as I would have liked. I also struggled with the theme in the beginning, so I started Saturday instead of late Friday. The platform spawning needs to be adjusted but initially the player could jump up to the platforms above the world space.
@Fanttum Thanks. I have had that happen while I've been playing. Sometimes there is no hope, but sometimes you can wait for one of the faster platforms to close the gap.
@Kate Kligman Glad to hear it, I am happy with how it has turned out in the time that I had.
Thanks again for all of the comments and feedback.
Platform generating logics can be improved. Sometimes I can't find next landable platform.
There's not much to the game, but what's there is ok.
Perhaps white cube in black world could have y axis inverted? jumping downwards...just an idea.
Hope to play it when it is in a further stage. Good luck.
It also seems that the platforms can spawn in certain positions that would make it impossible to get past them, not sure how you are generating them but I recommend testing for extreme cases and then make sure they don't surpass those situations.
I guess an easy solution to eliminate most of these problems would be to make sure that if a platform spawned near the top then the next one should spawn below the middle, unlike now, where this scenario would be possible:
[black near top][black near top][black at bottom]
[white anywhere][white anywhere][white near top]
In this case, in order to jump to a black platform you would have to jump all the way to the third one, so when you landed there then you would be near the bottom already (because of the long distance) which means that if the white platform at that position was near the top then it would be game over.
I noticed a few things though. One of them that even though your path is sometimes blocked by a platform you can just walk through it. Sometimes the platforms move and not stationary and the level scrolling is a bit slow (but for my mad skeels in dying I was glad it was slow).
Overall it was interesting and fun. Well done!
"Photoshop (making squares)" got me ROFL
Overall great idea and the minimalistic graphics only add :)
It would be nice if it got faster and faster. I stayed alive a while, but it didn't seem to speed up?