SoftFoxxo's W-I-P WG Platformer (UPDATE 2/16)

I’m working on this a little bit, and I wanna know what you all think!
It’s a platformer with WG-elements that’s generally similar to generic platformers.

UPDATE (2/16/2020): I updated the game with a major overhaul to the movement! The player moves faster in general now (running is REALLY fast), and you have a health meter as well as a coin counter. The old powerup system has been removed, and will be replaced with different ‘forms’ similar to Wario Land 4’s ability system. Not everything’s together here (most of it is still being drawn out). Read below for control updates, as the tutorial has been bypassed for now.

There’s currently only 1 level!

Make sure to fully extract the zip file into a folder!
Also, the game will loop the first level after you beat it, since there’s no more levels after it.
There’s also no sound! I haven’t put in any of the sound effects I’ve got yet, but the basic ones are ready.

Dropbox Link:
https://www.dropbox.com/s/7hbcyx3t2f2x2ji/ProjPlatformerBig.zip?dl=0

Keyboard Controls:
Arrow keys to Move
A to Jump
D to Run
T to expand the screen (goes all the way to fullscreen)
R to reset the game
ESC to force-close the game quickly.
Oh yeah, and if you feel like messing with some debug stuff, press Add or Subtract on your keyboard to mess with your health.

Gamepad Controls (Use DS4 for PS4 controllers):
Stick/D-Pad to Move
A/B to Jump
Right Trigger/Bumper to Run

18 Likes

pretty good demo
but the game doesnt tell you about the spin dash so i was stuck for a bit during level 2 before i checked this page again

this has some good potential. the spin-dash is fun to use and if you could jump out of it would be even more fun.

jumping off the moving platform in level 2 is a bit inconsistent, I couldn’t jump off it and run at the same time. I don’t see why the timer is there. it’s too long for it to force the player to pick up the pace, so why have it timed at all (unless it will be relevant in newer versions)

the player character is cute. also, not bouncing on enemies when you are fat is a nice touch

Can you send me sprite sheets, I want to redwaw some things, pls?
P.S. A floatable platform is too short.

I like what I see so far, lots of potential here I think. So far all I can really say from a gameplay perspective is to do some adjustments on player movement. Jumping and walking feels sort of “sticky”.

1 Like

I understand what it’s just a demo, but I’ll say it. Mechanics from SMB doen’t suitable for this character, however because she can just stuck in pipes, so they are unwanted. Exist more acceptable variants:

  • Butt Smash (jump, dowm): powerfull atack accompanying by bouncing from earth or earthquake.

  • Wall jump : ussual wall jump.

  • Planform climb: depending from shape player will be must press (up), (4xD) or (rapid press D until she climbs on).

As a character can break bricks horizontaly, the main environment should be a castle with traps, mazes, puzzles & challenges(trials).
I have a pare of ideas about trials with Butt Smash :

  1. In Ice Cave (for example) player will have to use Smash so icicles fall on enemies which you cannot kill manually (golem for example).
  2. At room with vases are a lots of enemies, but smahing is strictly forbidden, because earthquake will broke vases which necessary for passing beyond.

In general this project has much to strive for, because it looks like a clean slate.

It literally was just me tossing together a bunch of ideas, so it’s definitely a clean slate. I started it on Saturday, with the only re-used code being my system for drawing to the screen, and the camera system. It can actually scroll vertically, or move like a MegaMan-style sliding transition between screens. I just did a “Super Mario”-like because it was quick for testing out the ideas I wanted to do.
I’ll take these ideas into account for later! I kept it simple just for a quick challenge. The spritework can also be reworked at a later date, when things are closer to what I want. (also the black outlines are done in-engine, just for reference)

And by the mechanics of SMB, do you mean the powerups in general?

No, I mean the gameplay on the whole: floatable platforms, jumpung on enemies, bullet bills, level design, pipe trips and cloud dashes, fire-bars ect.

A cute demo. Too bad I hate playing platformers xD

On the topic of sound effects, have you looked into something like https://www.bfxr.net/ at all? This program, though not particularly straightforward, is capable of making a pretty good variety of sounds. And according to the page, any sounds you make belong to you.

1 Like

No, I hadn’t! I’ll look into this for the next update (not the one I’m about to update the post with, though).

1 Like

Updated the main post! Check out the new update, with added Gamepad support and a proper tutorial!

1 Like

I’l keep an eye on you. I once worked on a platformer and failed due to a mix of overwhelming myself and being “stunned” by a surgery. Hope your project goes far!

1 Like

Cool stuff! I feel like you’ve gotten the most important and difficult part out of the way, making appealing sprites! Seriously, this is too cute. I feel like there is some good puzzle platforming opportunity here.

The controls feel somewhat unrefined and it’s pretty short, but that’s what happens when it’s a demo. Otherwise, the character is adorable and the game’s got potential! hope you keep it up

I put in a big update today! I’m working towards keeping these updates no further away than two weeks from each other.
I updated the control schemes for keyboard and gamepad, because the old run button is going to be an “Action” button based on the form you’re in. Powerups have been removed in favor of “forms”, which have yet to be fully functional (but are planned to be like Wario Land 4’s abilities). The idea is that they’d work for puzzle-solving and exploring through bigger levels, but sometimes there will be smaller levels (such as the one in tonight’s build) that scroll more like a MegaMan level.

1 Like

Oooooh more of a megaman/ shovel knight style game I see! Not gonna lie, this is really starting to get alluring~

1 Like

Dumb question, but how do I get to level 2? Every time I ring the bell it seems like I just restart the first level over again.

There currently is no level 2