gbadev
Game Boy Advance homebrew development forum
Administrator
avatar
Joined:
Posts: 49

It's really coming together! Entities all seem to start & stop very suddenly in the video, so maybe some horizontal acceleration/deceleration would be good? Picking up the goblins is pretty funny and unique lol, will be fun to see how that fits into the gameplay. Good luck on the last day!

Member
avatar
Joined:
Posts: 26

Well, the jam is pretty much over, or at least it is for me. I'm not going to have any more time for coding. Here's the final release (containing GBA, Win64 and Linux64 builds). Unfortunately, it is in no way a complete game, or even a game in the slightest. I removed the "random" AI to start building rule-based AI, but was out of time, so now the goblins don't do anything at all. I'll upload here just for the sake of "completing" the secret santa jam. It's just a shame I couldn't have got more of a game into it...
https://tins.amarillion.org/entry/269/

Member
avatar
Joined:
Posts: 26

exelotl wrote:

It's really coming together! Entities all seem to start & stop very suddenly in the video, so maybe some horizontal acceleration/deceleration would be good? Picking up the goblins is pretty funny and unique lol, will be fun to see how that fits into the gameplay. Good luck on the last day!

Yes, I considered the physics "workable" with a plan to review them if I had time... we've been out with the family most of the day, so just not been able to finish the more important parts.

I also discovered that due to the way I coded player states, you could jump super high by throwing an object at the early part of the jump, because when the play moved into the Throwing state, momentum carried on, but no physics were applied (so acceleration basically paused). Would definitely do that differently next time

Administrator
avatar
Joined:
Posts: 49

Aw, it's a shame you ran out of time. Sounds like it was good experience and a good chance to test your engine though.

I think there's lots of potential in the mechanics that you can pick up a snowball at any time but can only hold 1 thing at a time. Loved the music too!

Member
avatar
Joined:
Posts: 26

Yeah, I had to fix a few things and add an extra function to the input controller, but overall, I think it puts me in a good starting point to build a game-maker tool on top too.

I am a little confused over the music bit though... there was no music in the game, I didn't even get around to picking one...
Oh...
I didn't realise I'd left that in the GBA version. That's Ma2e/DSR's music for the Luma game I ported to the GBA. I was using it as a stop-gap whilst I worked on the game part.

I'm a little torn now on whether to try and finish it off a bit now there's no time constraints, however, it feels a little bit odd to work on a Christmas game in Janurary.