April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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These Planets Ain't Big Enough For The Both Of Us!

by RadthorDax - 48 Hour Compo Entry

Unfortunately I had to abandon several features due to lengthy bug-hunts, but local multiplayer works!

I was under heavy pressure with the AI right at the end, I was on a roll, nearly finished it first time without any bugs which I was overjoyed with as it used recursion and a fair amount of looping and lists, until there was one, and with 15 minutes left, all I could do was box off singleplayer... Oh well, so close.

Controls are:
........................Player 1:...Player 2:
Left:.................A...............Left Arrow
Right:...............D...............Right Arrow
Jump:...............W..............Up Arrow
Crouch:............S...............Down Arrow
Hop Planets:....I...............Numpad 0
Punch:..............J...............Numpad 1
Kick:.................K...............Numpad 2
Block:...............L...............Numpad 3

Grab your buddy and throwdown! In space! Because everything is better in space.

Downloads and Links




Arkazon says ...
Apr 23, 2012 @ 6:25pm

Quite cool, like the movement. Combat felt a little pointless - without something like knockback or stuns you just win by pressing the button faster.

Kassoon says ...
Apr 23, 2012 @ 6:27pm

Pretty cool idea. Would have been neat if the planets had gravity and you just jumped to get around.

RadthorDax says ...
Apr 23, 2012 @ 8:43pm

@Arkazon: Yeah, I didn't get to spend as much time on combat as I would have liked. My first few attempts at proper collision detection resulted in very weird bugs. So I kludged it a bit. But you dont notice the difference really. But you're right, it could have done with more love. :D

@Kassoon: Yeah, initially you had to double jump to perform a hop, but for some reason i could get my input manage to register it properly, and time was trickling by and I still had alot of other things to implement.

I think I'm going to spend a little time this week finishing it off, and ill post the full version in the description. I'll either wait till the judging is finished before posting, or I will stipulate that that version is not the submitted entry and should not be taken into consideration when judging.

JonathanG says ...
Apr 24, 2012 @ 3:38pm

We played this multiplayer, it's pretty funny! Not sure how well the blocking works though. We do like the music :)

Vic says ...
Apr 25, 2012 @ 9:11am

I beat the red dude! It is already a fun little game, I was thinking that this could be really great on kongregrate with multiplayer and then maybe some missile launchers, etc?

Dax says ...
Apr 25, 2012 @ 9:01pm

I really liked the game. But unfortunatly I was playing alone :(

One question: why using XNA 3.1 instead of 4?

RadthorDax says ...
Apr 26, 2012 @ 12:12am

@Dax So you're the reason I couldnt sign up as that name! :P Yeah, I was under heavy pressure with the AI right at the end, I was on a roll, nearly finished it first time without any bugs which I was overjoyed with as they used recursion and a fair amount of looping, until there was one, and with 15 minutes left, all I could do was box off singleplayer... Oh well, so close. I will definitely manage my time better with LD24. I used XNA3.1 because I still run VS2008. However I'll not be using XNA for any further LDs, even though C# is my strongest language, as I really dont like the inaccessibility of it, which I had forgotten about in the couple of years since I last worked with it. Having to install a redistributable really isnt something I want my players to have to do. So between now and LD24, I'll be learning JavaScript for use with HTML5! Get games to work on ALL the OS's!

RadthorDax says ...
Apr 26, 2012 @ 12:20am

Oh, and as a primer for Javascript, I will be porting this game over. In doing so, I think I'm going to add ranged combat (or even just replace the melee combat with it). I think the strong point of the game id its movement, which I think will be used alot more if combat is entirely ranged. Also I want to make the planet hopping function with a doublejump instead of a seperate key, as originally intended! And then yes, I'll probably submit it to kongregrate or somesuch.

icefallgames says ...
Apr 26, 2012 @ 1:53am

errr... how do you get from planet to planet?

xBlinkedx says ...
Apr 26, 2012 @ 1:53am

Controls and music were nice, I also liked the options given. But the combat wasn't very good feeling, and the game could have used some more sounds. Also I know it's hard to do when you're short on time, but AI would have been nice.

RadthorDax says ...
Apr 26, 2012 @ 2:00am

@icefallgames: press I to hop planets! :)

@xBlinkedx: Read my last comment! Explains why I had to box-off the singleplayer mode :(

masterhyjinx says ...
Apr 26, 2012 @ 2:54am

I'm a mac. This is for PC. Do you see the issue? I've very sorry. :)

hamburger says ...
Apr 26, 2012 @ 3:29am

Unfortunately I am too lonesome to find a partner for local multiplayer, but I played against myself and still had fun. You got a real simple system here that could make for some fun jousting. I really enjoy the easy going music.

Spiridios says ...
Apr 26, 2012 @ 3:45am

Interesting concept. I played locally against serilyn. Won 2 out of 3. Seemed like I kicked halfway around the planet once, which was weird. I definitely would concentrate on sfx and fight mechanic next time and save the AI for the last minute panic. =p

RadthorDax says ...
Apr 26, 2012 @ 11:00pm

@Spiridios: The AI was the last minute panic this time around too! lol I only had about 45 minutes in total to do it!

robcozzens says ...
Apr 29, 2012 @ 10:55pm

I would try it if there was a Web or OSX version.

RadthorDax says ...
Apr 30, 2012 @ 9:34pm

I'm working on making sure that my LD24 entry will be a Web version!

Jezzamon says ...
May 4, 2012 @ 12:01pm

Cannot play on my mac... :c

flownerous says ...
May 5, 2012 @ 12:52pm

Guess technically I can't run this entry. Wouldn't seem fair to rate without someone to play against.

isNaN says ...
May 6, 2012 @ 3:17pm

This was fun! Adding distinct attack/hit/jump sounds for each player would give more feedback to the players and make the melee more satisfying. :)

Naouak says ...
May 6, 2012 @ 3:19pm

Don't have a numpad on my current config neither a second player. Couldn't try your game :(

RadthorDax says ...
May 6, 2012 @ 4:27pm

You could rebond the player 2 controls to whatever keys you wish within the options menu, but that doesnt help if you don't have someone to play with. I have to admit, I've never been able to play it with someone either! Forever alone... :(

asfdfdfd says ...
May 9, 2012 @ 9:14pm

Funny concept!

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