Ninja Gal (original and readable version)
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It's a short single screen platformer where the code also fits on a single screen. You'll probably get through it in 30 minutes, maybe an hour if you take breaks to chew through your controller :) There is no life system or anything, you can try each level as often and long as you like. My daughter helped with a bunch of levels; I'm quite proud how it all turned out, it plays the way I wanted it to. And Fuze is quite good for stuffing a lot into each line; only the builtin function names are a bit long (a good thing, usually!) and the control structures are overly noisy; luckily, many if statements can be replaced by algebra.
Almost full playthrough:
The "real" program is available under the download key U8B73M5M21.
A version where the code has the same structure, but variable names have been lengthened and comments and sensible line breaks have been added is D8B63MND51.Original WIP thread is here: https://fuzearena.com/forum/topic/1742/single-screen-platformer-ninja-gal/11, so I'll keep it short here.
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Love it! But it is so, so hard!
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Over in the weekly challenge thread,
@devieus said in Weekly High Score Challenge #55:Just kinda wish I could see where I was when I'm above the top of the screen.
Yeah, that's a bit of unintended cruelty I tried to avoid... a classic case of developer blindness. You don't have to go fully above the screen, it's always avoidable, and even if you do, well, I had kind of assumed you could 'feel' approximately where you are. But of course, I had to play each level a bazillion times myself...
Anyway, I did manage to compress the saw movement code from five to three lines, stupid iteration over all the collision instances is completely unnecessary there. And two lines are enough for an offscreen indicator. I'll share the update when the challenge is over to avoid disrupting it.
Of course, I could have just redesigned the levels, but that would have been less fun and more work :) I also could have allowed the screen to scroll to keep the player visible, that would have been less code, but that would be against the single screen constraint.