I just submitted my Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.
All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
It’s not super flashy, but I am actually pleased with the art.
Some things I learned how to do from this jam:
- High scores saved to a file, keeps scores after player closes game.
- Improved randomized spawning systems.
- More reliable and less buggy “scrolling effect”.
I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!
Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.
Anyway, I thought I’d just share that with you guys.
I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!
(You can check out the game here, or you can get the source here. I highly recommend checking out the Flappy Jam and playing some games.)