Cave Runner by PhaZ90771
This is my first entry. It was rather challenging getting a game up and running from scratch in 72 hours, especially since I only ended up being able to work part of the weekend.
I coded this in C++ using Visual Studio Express 2012. I used the SDL and OpenGL libraries for the graphics. All graphics are generated in code. The cave is randomly generated as you go.
To play just extract the zip and run the "LD48-26.exe" file. Controls are listed below.
Move: Arrow Keys
Hope you have fun!
I coded this in C++ using Visual Studio Express 2012. I used the SDL and OpenGL libraries for the graphics. All graphics are generated in code. The cave is randomly generated as you go.
To play just extract the zip and run the "LD48-26.exe" file. Controls are listed below.
Move: Arrow Keys
Hope you have fun!
Ratings
| Coolness | 41% | 1503 |
| Overall(Jam) | 2.04 | 552 |
| Fun(Jam) | 1.91 | 537 |
| Graphics(Jam) | 1.83 | 547 |
| Innovation(Jam) | 1.61 | 549 |
| Mood(Jam) | 1.94 | 505 |
| Theme(Jam) | 3.21 | 289 |
Having done something similar, I like what you did with the health bar and making the walls your enemy. In ours, we made it so you could bounce off the walls, but there were rocks and stuff that killed you. The walls being damaging is more intuitive I think.
How'd you implement collision detection with the walls?
First it checks the y and y+h against each pair of slices to see if the object is vertically between the two slices, the same way you'd handle it in box collision detection. If not, it moves on to the next pair.
Next it checks if either the left side of the object is to the left of both slices' x coordinates, or the right side of the object is to the right of both slices' x2 coordinates. If it is, then the object is already inside the wall.
If the it gets to this final step, the left side's x position is between the two slices' x position, or the right side's x position is between the two slices' x2 position. I then use the slope of the wall to calculate at what y the wall, a line, will collide with the relevant side of the object, also a line. If the y value is between the y and y+h value for the object, the object collides with the wall.
I hope my explanation is clear. Let me know if I need to draw it out.
I'm running it on Windows 7 64-bit Home Premium.
A quick look at the source tells me you're not using delta time to update your movement
https://en.wikipedia.org/wiki/Delta_time
I really recommend having all your calculations be delta time bound, since you will otherwise experience dramatic speed differences in different computers, and in different parts of your game. Good luck :)
Thanks the tip, and for checking out my game!
1. A click to start (or an equivalent), so that the game doesn't start the instant the program is run
2. A less abrupt ending (quits when you die), and possibly a score counter.
I believe the latter could be done with a simple counter which increases the score by one each frame.
That aside, a nice game which I believe has potential :)
Thanks for checking out my game.
Thanks for playing my game.
http://www.microsoft.com/en-au/download/details.aspx?id=30679
(Win XP, 32bit here)
The game seemed to run rather smoothly, or at least I didn't have any issues big enough to be noticeable. Well done! :)