Skatey-Cat
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This is so ridiculously nice to see, especially that you got the kids involved. ♥️
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That looks really good!
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Quite possibly the most complete and best example posted on the arena to-date. It seems to have everything and it is totally unique - a rollerblading cat - who'd of thought!! - I hope this will be shown off at their school.
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@Jonboy Thanks for the compliment, it's greatly appreciated! The kids and I got rollerblades this past summer (and ice skates for the current winter, which we've yet to use!).
Turns out, inline skating is pretty nuanced, and my daughter and I were thinking, "wouldn't it be fun to convert this experience of pushing off, one foot at a time, and stopping but not too fast or you'd fall down, into a video game?"
We even decided it was important to replicate the sound of skating-- like the wheel grinding noise on the pavement. I spent a ton of time tweaking all of the variables and sound effects in an empty map, right when I started, to get it to feel and sound just right.
As for for the cat, we've got five of them (one in my lap right now actually!). We always joked, "what if the cats could rollerblade with us? They'd have four, one on each paw!"-- that, and my daughter is a big fan of Erin Hunter's "Warriors" series too. She actually drew the title screen on paper, and I converted it into pixel art. Meanwhile, Duncan did lots of the tile art (the entire house set, the trees, etc.), and helped with the game logic.
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Very lovely work. And respect for getting all done from A to Z, as said. Did I hear that cat mewing?! But that was not a sound file, was it? I would really like to have a look at that cool retro music and the screen fade-overs with the squares at 1:15 and 2:00 (were they added or part of the game?). Thank you for sharing that gem.
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@spikey Thanks very much for the compliments! And yes, the cat does meow when hit-- I'm just playing one of Fuze's built-in digital sounds there. It's the only Fuze asset I use, I really wanted to emphasize making original content.
The fades and squares are not part of the game-- I just added those with my video editing tool, because it was very jarring how the different little clips would jump during transition. It was disorienting to me, and I'm the one who recorded them :)
The music is part of the game though! I "composed" (I'm no musician, trust me) them in this tool, then transcribed the notes into the array format required by my game, and typed them in manually.
The actual music "driver" code was adapted from the music tutorial, but I modified it pretty heavily to integrate with my game loop. Feel free to lift it if you want to use it!
Right now it only supports two channels, but could easily be expanded to as many as Fuze supports. I'm such a limited "composer" that I didn't need more than two, so I invested my time elsewhere.
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Bravo! Bravo! Give all the kids high-fives from all of us. They deserve it! (you too!)
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@plarpco Thanks so much, and I'll do that :D
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I can't believe what I'm seeing and hearing!! The art, the start screen, the level design, it's so unbelievably cool! I want to play it!
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@Dave Thanks so much for the compliments!! Feel free to grab it when you have some time! I have it shared as "Skatey-Cat Alpha A" (hopefully I'll have an alpha B, C, etc. as I add new features).
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Now live on the community share, FUID is NDH1R3MD1P
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@MikeDX Lol, we shared simultaneously! Mine got a code of "NDH1R3MD1P", it's pending, do you want to just decline it, or delete the other one and go with mine? Either way is cool with me!
When I'd posted I hadn't caught up yet, so I was totally unaware of the patch (amazing work by the way you guys!). Also, this forum is absolutely hopping, I was thrilled by the sheer volume of posts in my "Unread" (25! Highest ever).
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I wasn't sure if you'd see it went live so posted it here just in case. It's the same project, I haven't re-shared it, I just approved it for you :)
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@MikeDX Phenomenal, thanks Mike!
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@Spacemario just played it AMAZING!!!!!!!!!!!
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@waldron Thanks so much, glad you're having fun with it!
Do you think the instant turn-around (ZL + ZR simultaneously) is too hard to pull off?
I did all of my testing with my Pro and 8bitdo SNES controllers, and the move works pretty well-- but then I tried it with the joy-cons the other day and the move seemed really finicky. I could try to add some "filtering" to the input, giving a window in which to hit both buttons.
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I've played your game for a few minutes now, and I really like what you did there, the concept is really cool.
However, I struggle with the quick turn-around, because I sometimes accidently trigger it when I actually just wanna move forward... I don't know, maybe it's just me, but I feel like that using another button for that would help, for example pressing L+R or something like that -
@Spacemario honestly found the controls to be really good, the 180 is a nice feature and didn't have a problem pulling it off.also I can learn so much from this code much appreciated
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@Spacemario i need to learn how you enter those different areas, are those loading up different maps?
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@waldron Absolutely! If you pull down the code for it, you'll see the array structure at the top which defines each map, and its entities. Among the entities are the various "teleporters", as I think I called them.
Then go down to the gameplay-related code: in it, I'm checking for player collisions, then the type of the entity which was collided with. If the type is a "teleporter", then I pull the target X, Y, direction, and map properties from it.
I pass those properties to a "switch map" function, which is responsible for unloading all of the sprites from memory for the current map, loading in the new sprites for the new map, and setting the player state, such as coordinates and direction.