I like the concept, something that make all the difference in terms of art consistency of pixel art game is keeping the same density of pixels between all the asset. Cool game otherwize.
EVEDDIN
Creator of
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Hey, first I want to say congrats for this project, I like the concept a lot.
I think for the future projects you can do some things to make your life easier, and make them more polished.
If we look at your code, there is a lot of duplicats for things like object existance, rendering, ...
You can merge everything into some kind of Entity class where you manage lifecycle via a dedicated function/method, this will save you a lot of work, you can then derive this class for all your objects, or at least use a reusable component that you attach to other objects via composition.
I think you will also benefit a lot the use of dictionaries, because you copied/pasted a lot of some pretty close logic of a lot of objects, you can just store the properties you need inside a dictionary for example, and do everything into one bloc of code.
For your scene system, you don't need to have multiple game loops, this will create a lot of duplication, just call watever scene needs to be updated, you can attach to it objects or manage watever you want, but using conditionals will create a lot of duplication again.
You struggled a bit with scope for your project, you can avoid this by having a dedicated game/context class that you pass to everything, you can also implement an event system to uncouple a lot of your logic.
I think your game can benefit a lot from let's say an animated background, ..., but these things will get better the projects you do.
For code structure, look at DaFluffyPotatoe channel, especially his plateformer tutorial, he has some insane ressources.
Merci pour vos commentaires et suggestions, tout ça est evidemment lié au temps de la JAM j'ai pas eu le temps de corriger de tout les bugs, et de stabiliser le moteur, de vraiment equilibrer le gameplay, et d'ajouter du contenu, en plus d'un menu, du troisieme monde (bleu, RGBDim mdr pas RGDim), enfin bref, on a fait de notre mieux, merci qq même pour les avis positifs, une version post jam complete sera proposée mais il s'agit d'un projet a part pour l'horizon de l'année prochaine, et tout sera corrigé et bien plus que cela ;), par rapport au thème, l'idée c'etait de faire 3 chemins (R, G, B), sans progression linaire, avec une dimension parallele (le chemin), qui existe en tant que tel, mais avec aucun niveau, qui permet de switch librement entre les trois, selons certaines conditions, et puis a la fin on finit le jeu en sortant du chemin avec les clées de chaque monde, donc trois directions mais un chemin final, bref, vous avez une idée de ce qui est prévu pour la suite, à très vite.


