Tower by DBRalir
[No audio]
Note: Linux build and source code are removed for compatibility reasons and can be re-uploaded upon request.
A simple platformer about a ninja who climbs a tower. It has a relatively nice level editor.
We didn't have time to include everything we wanted, and we couldn't really fit the theme anywhere except the graphics. However, we plan on making a post-compo version of the game that completes our original goals.
Controls:
Arrow keys to move
Z - Jump
X - Melee
C - Throw
Editor:
F1 or Click on tile icon to open tilesheet
F2 to Set player spawn point
Left-click to place tile
Middle-click to pick tile
Right-click and drag to draw a rectangle
You can edit "data/levels/campaign.txt" to change which levels appear in the main gameplay.
Dev Team:
"DBRalir" - Programmer
"Juicy" - Artist
Note: Linux build and source code are removed for compatibility reasons and can be re-uploaded upon request.
A simple platformer about a ninja who climbs a tower. It has a relatively nice level editor.
We didn't have time to include everything we wanted, and we couldn't really fit the theme anywhere except the graphics. However, we plan on making a post-compo version of the game that completes our original goals.
Controls:
Arrow keys to move
Z - Jump
X - Melee
C - Throw
Editor:
F1 or Click on tile icon to open tilesheet
F2 to Set player spawn point
Left-click to place tile
Middle-click to pick tile
Right-click and drag to draw a rectangle
You can edit "data/levels/campaign.txt" to change which levels appear in the main gameplay.
Dev Team:
"DBRalir" - Programmer
"Juicy" - Artist
| Windows | https://dl.dropboxusercontent.com/u/58229441/LD26_DBRalir_Tower_Windows_Fallback.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10296 |
Ratings
| Coolness | 88% | 2 |
| Overall(Jam) | 3.46 | 149 |
| Fun(Jam) | 3.41 | 99 |
| Graphics(Jam) | 3.54 | 193 |
| Humor(Jam) | 1.95 | 319 |
| Innovation(Jam) | 2.33 | 452 |
| Mood(Jam) | 2.66 | 365 |
| Theme(Jam) | 2.76 | 429 |
Shader error:0(1) : error C0000: syntax error, unexpected '(', expecting "::" at token "("
0(5) : error C5060: out can't be used with non-varying Position
0(6) : error C5060: out can't be used with non-varying Normal
0(7) : error C5060: out can't be used with non-varying TexCoord
-- SHADER CODE --
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 VertexTexCoord;
uniform mat4 MVP;
out vec3 Position;
out vec3 Normal;
out vec2 TexCoord;
void main()
{
TexCoord = VertexTexCoord;
Normal = normalize(VertexNormal);
Position = VertexPosition;
gl_Position = MVP * vec4(VertexPosition,1.0);
}
The game is fun and challenging. Those knights on isolated blocks are really hard to knock down!
The editor is well done.
I used 64-bit version and it works fine.
Solid platformer, nothing new there, but you nailed it.
I thought it played pretty tight and it was a good length. :) It almost seems like I might be able to jump over the castle at the beginning -- is it possible? Hidden potato??
The gameplay itself is fairly standard, leaning on frustrating at times. I wish that you'd only cling to walls when holding a key so I don't keep rebounding when I don't want to. Also, much of the level design is either kind of tedious, with the enemies really being no challenge but still time-consuming to take out.
For the theme, we decided to make a minimal action platformer that could be used for speedruns, but we had to strip a lot out to get it done in time, so that's probably not apparent. Also, all sprites are 8x8 to fit with the theme, and the levels are meant to be "bite-sized".
Shader error:Vertex shader f,キU;・
If anyone gets a "Shader error" I would love to know what kind of graphics card you have.
If anyone is insane enough to be running Linux, I'm sure you can figure out how to patch the source code.
The shader basically does nothing at this point, so the graphics might become a bit rough. It should look normal on most systems, though.
Thank you so much for your graphics card info. It was 0.5 years too old for my program to run, but it should work fine now.
(The reason shaders are kinda broken is because I'm testing my custom graphics framework.)
Shader error:Fragment shader failed to compile with the following errors:
ERROR: 0:2: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:3: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:4: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:7: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: compilation errors. No code generated.
-- SHADER CODE --
#version 130
varying vec3 Position;
varying vec3 Normal;
varying vec2 TexCoord;
uniform sampler2D Tex0;
void main() {
vec4 texColor = texture( Tex0, TexCoord );
gl_FragColor = texColor;
}
error.txt:
"Shader error:ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:2: 'layout' : syntax error parse error
-- SHADER CODE --
#version 300
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 VertexTexCoord;
uniform mat4 MVP;
out vec3 Position;
out vec3 Normal;
out vec2 TexCoord;
void main()
{
TexCoord = VertexTexCoord;
Normal = normalize(VertexNormal);
Position = VertexPosition;
gl_Position = MVP * vec4(VertexPosition,1.0);
}"
Solution: Remove all the shaders. It was so simple.
The Windows version was compiled and tested in Windows XP on a system with a Core 2 Duo and Intel GMA X3100. It was also tested in Windows 7 on a Phenom II x6 and Radeon HD 5700, and in CrunchBang (Linux+Wine) on an AMD A6, and on three other systems. If it still does not work on your system, there's probably nothing I can do.