Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

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Battle Beasts

by Retl - Compo Entry

The Battle Beasts SQ and FX are out to stop the assaulting magic users. However, these monsters the guise of the BB's leader, their most skilled driver, UI. But it seems as if they are taking commands from UI! WHOSE'S SIDE IS UI ON!??!?

Left/Right Arrow Key: Move Left/Right.
Z: Jump
X: Fire
F: Toggle Fullscreen
S: Change Scale Mode (1:1 -> Stretch To Fit Aspect -> 1:1 Camera Fill View -> Stretch to Fit -> 1:1)

Bug Notes:
* The game is unwinnable. Trying to cheat a win with JavaScript console will just cause an infinite loop. Sorry.
* The enemy is bugged and can't deal damage to any of the player characters.
* Damage is low, and so it takes a lot time to defeat him.
* SQ's barrier uses the normal shot sprite, does not pierce as intended, and does not block enemy shots.
* The enemy's bullets deals damage to itself rather than to the player.
* Defeating the enemy should also cause the player character to die. Instead, this causes a nasty recursive loop.
* Bullets that go off-screen sometimes don't get destroyed. This means that after a while, characters will stop being able to fire at all.
* The sound effects are unpleasantly loud and jarring.

I kinda liked the idea of the player fighting a boss, and becoming that boss fighting their previous allies. Instead, for time, I started to have the player control their protagonist and the enemy simultaneously.

I also somewhat wanted to make something that could fit the 3DS two screen form factor, but splitting the left and right view across the two screens would almost certainly be uncomfortable.

This one went poorly due to poor prioritization. Spent too many hours thinking up ideas instead of implementing them, and let things get out of scope when I started trying to add gamepad controls (not present) allied NPCs, and different weapons for the allies. Didn't get around to actually implementing any of the weapon stuff until near the last minute, and that was falling apart right up until the very last minute.

I tried. I based some parts of the code from the Phaser examples, though I had already done a few other similar projects in Phaser before. Makes me wonder if I should have used those as base code instead. Either way, this is as much as I got. Not sure if I'll come back and fix it.

Learned a few new tricks about how to not make my own toying around with timing and positioning not conflict with Phaser to the point of making all of the movement permanently stuttery. And finally started toying with the idea of using a pool of objects (bullets) instead of dynamically creating each one when fired... but this hasn't been a successful trial of the idea. Maybe something I'll get farther into another day.

Downloads and Links




Larzan says ...
Sep 1, 2015 @ 8:35am

You are getting there, it is always a slow process to use a library that you are unfamiliar with, keep at it :)

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