bwalter 2017-08-01 18:56
a nice little game :)
Foon → Ludum Dare Explorer → LD39 → Plutonium
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 489 | 3.00 | 14 | |
| Fun | 401 | 3.00 | 14 | |
| Innovation | 642 | 2.08 | 14 | |
| Theme | 609 | 2.66 | 14 | |
| Graphics | 472 | 2.83 | 14 | |
| Audio | 2.54 | 13 | ||
| Humor | 388 | 2.08 | 14 | |
| Mood | 453 | 2.66 | 14 |
a nice little game :)
Looks awesome, but I sadly can't rate :(
Very fun! My one complaint is that the gravity is much too high. It makes it feel like the whole game is in fast-motion
Very neat game! The graphics are awesome, and it's fun to play! I have to subtract a little bit from the otherwise excellent overall score because the theme isn't very strong, and it's quite a generic game without much innovation. But there is no doubt that this is a little gem - well done :)
That was a pretty fun game! Level 4 was pretty difficult!
It was pretty difficult and eventually I had to give up at the end to keep my sanity :) It was a fun little platformer though. My only complaint is what @zulubo said. Good job.
Fun little platformer. The camera could use some love, it feels too snappy in tight spaces and too slow when you fall down a pit. As others have said level 4 is very difficult, I think that is partially because how the controls and camera work. I liked the in-game tutorial, but the text should have been 2D, the parallax on the letters mad it hard to read.
Nice gameplay, jumps are a little too rigid though I think.
@mathijs Yea, so, this game was made without an engine, if you look at the code you will see what I mean ;). So I didn't really have time to make small tweaks with the camera, text, gravity etc... Valid points though, next Ludum Dare, I will write some base code or something. Also, the gravity is still way lower than it is in the real world, I feel like some of you are just comparing it to other platformers, and you shouldn't just complain when stuff is different to other games. It's just *different* it's not *wrong*.
Tough as nails, I couldn't get very far.
@nnnnneeeedddd You say that you've set the gravity to be much lower than in the real world, but it's clearly very intense, so I looked at your code and... ``` void Player::update() { ...
acceleration += glm::vec2(0.f, -0.025f);//gravity velocity += glm::vec3(acceleration, 0.); } ``` Are you... accelerating acceleration??
Gravity doesn't increase acceleration, it IS acceleration, so it should be ``` // = not += acceleration = glm::vec2(0.f, -9.8f / 60.0f); // 9.8 might not be the right value for your game, though. In my game, I used 9.8 * 4. // You might need to decrease the jumping force too.
// Also, since it's constant, you don't need to set it every frame.
// You can actually just do this instead: velocity += glm::vec3(0.0, -9.8f / 60.0f, 0.0); // gravity ``` With the code you have now, gravity accelerates up to 45 m/s^2 in just 0.5 seconds! So at that point, it's almost 5 times stronger than normal gravity. That's why it feels like the gravity is strong, it's because it mostly is :P . How tall your player is also affects how intense the gravity feels, if it's human-like it should be about 1.8 meters.
You might want to watch this when you have some time: https://www.youtube.com/watch?v=hG9SzQxaCm8
Also, you're doing this in `void Player::doMovement(GLFWwindow* window)` too, although in this case maybe it's not that bad.
So, yeah... anyway, mainly I had the same issues with the game as other people (the jump, camera etc.)
But great job on making this with no engine!
I've published my comment multiple times and made duplicates, sorry :P
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Superb game. It was a lot of fun and I found it challenging in a good way. The music and effects are really nice too, and fit with the theme of the Jam. However the movement speed for the character is a bit to high for some parts of the levels. I would strongly suggest to add some kind of "walking button" to hold when you need to go a bit slower. Also incredible work, specially since the game is pure c++ and not some typical engine. Cheers!
@icyLava thanks for the in depth comment, I will check out that video. In terms of accelerating acceleration, that's not actually what is happening here, although it looks like it, this code isn't written particularly well (not very readable as demonstrated), but.... It's a Ludum Dare. Anyway, the acceleration variable, is actually acting as the velocity variable here, that is why there is confusion, the reason for that is it's set up so the 'velocity' variable is zeroed every tick(), this is for collision reasons, and the terminology is fucked because of later changes in design (but rushed). Anyway, you are completely right that the code is technically wrong, but because it doesn't read right, not because it doesn't work... I loved your comment :) :)
Ned