Amoebam by Sri Harsha Chilakapati
Amoebam is a cross platform 2D platformer where you are an Amoeba (like a slime jelly). You will be coming to the help of your friends, who are being eaten by other Amoebians who are infected by a virus.
Note that the desktop version needs Java 8 with OpenGL 3.3 or later. If you are on Mac OS X, you have to launch it with -XstartOnFirstThread VM argument.
Note that the desktop version needs Java 8 with OpenGL 3.3 or later. If you are on Mac OS X, you have to launch it with -XstartOnFirstThread VM argument.
Ratings
| Coolness | 30% | 1854 |
| Overall | 2.71 | 830 |
| Audio | 3.12 | 278 |
| Fun | 2.24 | 895 |
| Graphics | 2.71 | 627 |
| Innovation | 2.24 | 877 |
| Mood | 2.40 | 731 |
| Theme | 2.18 | 903 |
I'm not sure which things are WebGL version bugs so please forgive me if I'm mistaken on these:
1. I told you about the air control thing (which is apparently a WebGL bug). It's very hard for me to do jumps without using it because some jumps seem to have very little startup time, and hitting the edge of a ledge bounces you down.
2. Another WebGL bug, hitting a ledge/roof bounces you sharply down. This is a problem several levels in for a long jump.
Thanks for the comment. Actually the only bug related to WebGL is my poor emulation. My framework used instanced rendering, but here I had to emulate them on CPU which is why the low frame rates.
1. The mid air thing is actually an experiment I thought of previously, like we get in old completely tile based platformer games.
2. I couldn't port the Java box2D bindings to work with GWT, so I had to hack the collision detection too. It's all nothing but rectangles, with a tree structure (similar to the Bullet's btDynamicTree) which does the spatial partitioning. Should be my mistake with premature understanding of the structure.
3. The rendering is the complete issue. I tried to do the matrix multiplication for each vertex of each shape directly on the CPU, in order to reduce the number of draw calls, which of course resulted in low FPS.
Will make sure I'll perform more better in the next LD.
The audio on the WebGL version only plays on the right side for me, don't know if it's a bug or not. The soundtrack is nice, it gives some action feeling, but I think it's a tiny bit agressive.
The graphics are nice and work well, and I liked how you made mobs "locking" the hostages inside'em. :)
In gameplay, though, is my issue. Fps starts to drop on the third level and it becomes kinda unplayable. The run'n jump mechanics need some polish too, specially on jumping left/right.
But nice going! The level design is pretty challenging! With some polish here and there this might become a nice action-platformer. ;)
Congrats :)