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A jam entry

Robot Pirate RevengeView game page »

An SNES styled platformer
Submitted by attudesign with 2 hours, 22 minutes before the deadline

Results

CriteriaRankScore*Raw score
Graphics#242.9543.273
Overall#262.6262.909
Overall#262.7353.030
Gameplay#282.6262.909

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Corona

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Comments

I liked most of all the animations of different types of damage that player takes. Even specially jumped into the lava and acid. Great game! 

Developer

Thanks for playing!

Great job at getting that SNES feel! Some things I'd suggest:

1. Check the hitboxes, especially while gliding after the jump and shooting, they felt really big and punishing.

2. Make the invulnerability window after getting damaged bigger, several times it was real hard to avoid additional damage, specifically in air.

I'd also make controls more responsive, but that's a design choice you might've went for intentionally, since the older games did have it the way you do. The gameplay is fun, and graphics contribute to the overall game feeling nicely, I'd consider continuing the project if I were you. :P Well done!

Developer

I used a 16x16 collision grid, thats the reason it seems to be big sometimes. He is in the next square, but he doesn't look like he is. I should have used a smaller grid but this was the first time doing this kinda thing and I was coding on the fly. I'll probably resize the grid, its just gonna take a bunch of typing and cut n' pasting.

I've been thinking about making his invulnerability time longer. 

Not sure if the controls could really be more responsive. You hit a button and it calls the function. Are you talking about when you switch directions? Like your moving right for awhile and turn and run left. You'll notice a bit of squishyness then, its intentional. I coded in a slide value that increases to max as you run in a direction. Basically its like super mario's movement. 

Thanks for playing around with it

Yeah, I had a guess of the collision being calculated before the rendering occurs, but wasn't sure even after additional testing. All good though, LD39 and this one was my first time coding a game like that, so was figuring out lots of stuff on the go as well, can easily relate.

As for the controls, I didn't mean the actual response time, my bad; I tried fiddling around with the game a bit more to pinpoint the little details that made me feel a tad less comfortable than it could be, here's what I could find:

1. When you're shooting, the function's apparently fired on the key "up" state, not "down" like with jumping/movement (where it'd be hard to implement differently considering the game's mechanics, but still), which's fine in some cases but probably was causing some discomfort just due to the inconsistency with the overall control scheme. Don't remember how Mario did it with the fireflower, but, for example, Megaman was using the "down" state iirc.

2. Consider this scenario: you press left, then press right while still holding left, then stop pressing right while left is still pressed. An expected (at least by me) behavior would be that the character'd start moving to the left again, but instead he stands still, probably due to the logic of a "if the key corresponding to the current running direction isn't pressed anymore, halt the movement" kind. It doesn't come up that often, but I'm used to some twitchy platformers where that'd happen relatively more often and be an additional "meta" annoyance to deal with, basically. Hard to say how it'd be implemented in the older console games due to how D-pads worked, so maybe it's just a gripe other people wouldn't share, dunno. :P

Pretty much my favorite entry tbh, I can see the effort and love towards the genre (which I share) you put in. :)

Developer(+1)

Actually he is moved first, then I run through the collision checks. His size is 32px wide so if your falling to say the right his bottom right corner may move into the grid space down and to the right that he visually isn't in at that moment.  RPR is coded up just like an SNES game would have been, no physics engine. Alot of simple math and arrays.

I coded the attack button like that originally thinking the hero could have a power-up weapon kinda state, hold down button to power thing. But I don't think I'll be using that now, probably should change it... thanks, I had completely forgot about that.

I've noticed the left / right thing. It is coded with the on / off scenario, needs to be like that though. Wasn't really looking to make RPR a game to be played with a keyboard, more a gamepad kinda thing. I've been using a 8bitdo NES pro for my playtesting.

Cute platformer!

Developer

Thanks