Project Status: Abandoned by CrazyNate
Mostly an attempt to get platformer physics right (sort of)
There was an intended storyline but due to technical difficulties I ran out of time to add any content; the door doesn't even work :/
Here's the story if you're particularly interested in what this game could have turned out to be like:
http://www.ludumdare.com/compo/2013/04/26/storytime-2/#respond
The controls are the left, right, and up arrow keys.
If you like you can change the map by editing the basement1.map file located in the data directory with a text editor, though currently only tiles with value 1 are tested for collision with the player.
JRE 6 may be needed to run the jar.
There was an intended storyline but due to technical difficulties I ran out of time to add any content; the door doesn't even work :/
Here's the story if you're particularly interested in what this game could have turned out to be like:
http://www.ludumdare.com/compo/2013/04/26/storytime-2/#respond
The controls are the left, right, and up arrow keys.
If you like you can change the map by editing the basement1.map file located in the data directory with a text editor, though currently only tiles with value 1 are tested for collision with the player.
JRE 6 may be needed to run the jar.
| Windows | http://www.crazynatestudios.com/files/LD26.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2305 |
Ratings
| Coolness | 24% | 1800 |
| Overall(Jam) | 2.00 | 553 |
| Fun(Jam) | 1.73 | 553 |
| Graphics(Jam) | 2.94 | 341 |
| Innovation(Jam) | 1.60 | 551 |
| Theme(Jam) | 3.07 | 352 |
You should make your own kind of music, but my advice on platformer physics: keep (x, y) coordinates and (dx, dy) velocity. Every frame update dy += 0.5 or something to simulate gravity. Left and right arrow keys just add or subtract from dx, staying within some max velocity limits. Jumping just sets dy += 10 (or whatever) if on the ground.
Exception in thread "main" java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Caused by: java.lang.IllegalArgumentException: input == null!
at javax.imageio.ImageIO.read(ImageIO.java:1388)
at com.crazynatestudios.project.AbandonedGame.<init>(AbandonedGame.java:45)
at com.crazynatestudios.project.AbandonedApp.main(AbandonedApp.java:61)
... 5 more
@BrainSlugs83 When I attempted to add any timing it ran too slow on my computer to test and I'm still trying to learn how to properly configure that. And I ran out of time to implement an actual jumping condition since I was too busy trying to fix collision so the up key really just changes the y velocity for collision testing purposes.
@Tom 7 setting up velocity was actually one of the few things that I did that worked, though since I didn't get jumping fixed I hadn't set a max velocity for the y direction yet since I didn't know how I should tune it.
If it would make it easier for everyone to test, should I/would it be acceptable for me to upload an updated version where you can adjust a thread sleep value so it doesn't run too fast?