Nice puzzles, once I got the hang of it going through them quickly was fun
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That's not really an answer, don't we get to vote 0-5 for several factors for each game?
Doesn't it make sense to know what criteria our games will be awarded points for?
Obviously theme is one. The others are a mystery.
Last jam WTF was an category for example. Some people might lose WTF points, not knowing they should be making it WTF in order to win more points.
I'm not able to recreate the collision issue you mentioned, there is one known bug if you hit a 90 degree corner just right you can clip through.
As far as the movement, it isn't delta-time compensated, so if your not able to run at a consistent 60fps your movement could feel weird, it's tight for me, but there is a low pass filter on the camera that could make it appear delayed.
For my playing experience, it can be challenging but it is far from impossible. It's only two short levels so it needs to be "nintendo hard".
What about partial usage or merging?
For example, the mario character sprite. Could you draw the left half of the one without his arms, and the right half of the one with arms, so it's just one arm extended?
Can we draw sprites with alpha(transparency)?
Also this is really bugging me. Some of the tiles have a dark blue pixel on the corner, where some are transparent. They should all be transparent for the right bg to come through. Anything we can do about this?
The background for some of the bushes is white which makes them essentially unusable, its grey area with the rules if the white can be made transparent.
Like the last jam, I cleaned up my source code and published it under MIT license.
For anyone looking to start coding and move away from game-maker tools Processing 3 is a great and super easy way to get started with Java. Setup to run this from source could be done in a couple minutes.
There is a sound effect for getting hit, however it's not as noticeable as I'd like. Adding a flash to the sprites would definitely help a lot.
It is indeed from scratch in java, specifically Processing 3, no engines. After voting is done I'll clean up the source code and put it up.
The smooth look comes from using a low pass filter between the camera and the target(player). like cameraLocation = cameraLocation - smoothing*(playerLocation - cameraLocation ). Also using a velocity vector for the player, with acceleration, instead of just hard left or right.
ill admit for me it would be trivial to stack many images to completely ignore what is essentially the only rule. The color tool I made could spit out multiple images to cover the entire 64 color nes pallet easy.
I made this tool to help with recoloring pixel art. I've loaded it with the required NES pallet.
There's a small bug that seems to mess up the right most column. I made this because I've had a lot of frustration with photoshop and pixel art, found it very helpful, maybe you guys need this as much as I did.
After the jam I cleaned up my code and published it.
Processing 3 is very easy to install and use. After installing processing 3, to run my game from source first you will have to go to Sketch > Import Library > Add Library and get Minim and PixelFlow. Then just open starBreak.pde and hit run
Definitely something going on with the GPU. Unfortunately I wouldn't be able to fix it remotely very easily :(. Thank you for the details anyways, sorry you couldn't enjoy the game. The pathfinders run on a shader in the GPU, something is going very wrong when loading the position of the enemies off the GPU.
I get over 500fps, https://filehost.net/07614a815e0131e3
This is a debug build of the game, if you press the b key during gameplay it will show benchmark timings for various parts of the game code, if you tell me which one is highest(one is probably very high) I might be able to track it down and fix it.
The game isn't meant to be resized, I'd love to disable the maximize button but the code for doing that in the language I used seems broken at the moment. Glad you enjoyed it anyways! Definitely agree on the sound, jumping and shooting sound effects would have helped tie it together.
I'm glad you found it fun, thanks for the feedback.
If you progress far enough it gets plenty tense with the current rules, the difficulty scaling past ~130 kills gets quite intense! Artwork and sound would have been nice but I ended up pissing away all my time chasing down rare game-crashing bugs.