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The Valley Rule - LD29 Jam

Raiyumi

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  • Posts: 193
The Valley Rule
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You are stuck "beneath the surface" and trying to find a way up. There seems to be only 1 giant door blocking your path. Can you open it?

Ludum Dare : http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25829

Original:
Itch-io : http://raiyumi.itch.io/the-valley-rule

Post-Jam:
Stencyl: http://www.stencyl.com/game/play/26142
Newgrounds: http://www.newgrounds.com/portal/view/638411


« Last Edit: April 29, 2014, 07:34:20 pm by Raiyumi »

Blob

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Quote
Great atmosphere, smooth controls, and simple/fun gameplay. I was expecting the first puzzle to be more generic and straightforward than it ended up being, which resulted in a nice surprise, and the progression adds a nice flow to things. Not seeing much tie-in to the theme, but probably one of my favorite entries so far, so good job!

I also ran into the bug where you don't respawn, which I believe is caused by dying too quickly after respawning (in Stencyl you can't transition when a transition is already happening).

Jon

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Great game  and really polished considering the timeframe. I know this isn't the first Stencyl game by any means to do this, but it brings me a smile to see Box2D "tamed" into a really solid platforming engine - even the slopes feel natural.

Like Blob, I ran into the same dying bug, which happens if you die while the scene's still fading in. Can happen fairly easily if you walk off into the water by accident right after you respawn.

osiaslemuel

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Nice game. And also the graphics  :D

Raiyumi

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Great game  and really polished considering the timeframe. I know this isn't the first Stencyl game by any means to do this, but it brings me a smile to see Box2D "tamed" into a really solid platforming engine - even the slopes feel natural.

Like Blob, I ran into the same dying bug, which happens if you die while the scene's still fading in. Can happen fairly easily if you walk off into the water by accident right after you respawn.

Thanks. I'll fix that dying bug. This is all using simple physics. :)


EDIT: I rolled out a quick fix. Just repeated the respawn process again after "X" duration.

« Last Edit: April 29, 2014, 08:28:31 am by Raiyumi »

Jon

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Oh wow - how did you implement slopes using just simple physics?

Raiyumi

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Oh wow - how did you implement slopes using just simple physics?
I just set the y position of the player up a few notches on collision. The slopes are actors.

Although, sometime I'll have to rework the "pushable" blocks since their collision is wonky when it comes to multiple objects colliding with eachother.

Hectate

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Oh wow - how did you implement slopes using just simple physics?
I just set the y position of the player up a few notches on collision. The slopes are actors.
It could be done with tiles the same way I did the ladders; I've been contemplating trying it out actually. There's got to be a better way to determine what should happen based on the tile though; hardcoding Tileset ID, Tile ID, and Layers into an actor behavior is not safe outside of Ludum Dare :)
:
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Patience is a Virtue,
But Haste is my Life.
Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

travisofarabia

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This is by far my favorite ludum game as of now and I look forward to more. Great Job!

Photon

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Besides the fact that the theme usage is a little weak, this is really well done. I went into more detail on my LD comment; basically, the game as a whole in terms of gameplay and atmosphere is pretty much spot-on. Just wonderful!
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

Raiyumi

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  • Posts: 193
Thanks everyone!

I've uploaded the post-jam version to Stencyl.
http://www.stencyl.com/game/play/26142

I had a bug when wall-jumping that's somewhat fixed now.

I'll also work up a post-mortem later.

Jon

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  • Posts: 17515
Thanks for the upload to our arcade. The feedback on Newgrounds looks really positive (and a front page mention already!).

MiscEtc

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  • Posts: 162
This game is gorgeous, and platforming, and movement in general feels really smooth.  The camera work really helped to coonvey a sense of movement.

Great job, Raiyumi.

twotimingpete

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I love it, the camera movement is absolutely great, I was curious if you had any tips about how you went about controlling the camera? did you basically use a "move to" actor dummy? or something else?