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2D Platformer
2D Platformer
By noobman64
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 591 | 2.68 | 21 | |
| Fun | 533 | 2.73 | 21 | |
| Innovation | 594 | 2.28 | 21 | |
| Theme | 549 | 2.91 | 20 | |
| Graphics | 580 | 2.47 | 21 | |
| Mood | 531 | 2.65 | 21 | |
Comments
Awesome job finishing this project, a pretty basic platformer but they are always fun in my eyes, also nice touch adding the map after losing. comments:
1. Try locking the z rotation of the character so it doesnt tilt over (Freeze constraints Z rotation) 2. the one moving platform on the right seems to move through the character sometimes, either its just moving too fast or you can try to update the character collision handling to be continuous instead of discrete on the Rigidbody component of the player 3. Try playing around with some music / sound fx! it's super fun and adds a lot to games
Thanks Andy, you are very kind. Yeah i need to learn a lot more about Z rotation and platform interactions, and your tips will help me!
Noy bad for your first compo game. Don't have much else to say since Andy Beers summed it up so nicely, but great job on getting it finished.
The "correct" way to make those platform interactions work properly in unity is to manage all of the rigidbody movements (both the character and the platforms) with AddForce() instead of setting the transforms directly. A lot of new developers find this daunting because it requires understanding the relationship between force, velocity, and position, but it's worth it in the end, as it will keep all of the movement within the bounds of the physics world and the collisions will be fully respected. One trick is to use ForceMode.VelocityChange in the second argument, so you can count on the velocity changing by a particular amount irrespective of the rigidbody's mass. My experience is that continuous vs. discrete collisions won't make much of a difference in this case.
You're not alone here, I learned most of this from trial and error and extensive googling when I had the same problems, and judging from some of the other entries I've played, this knowledge is fairly hard to come by lol.
jogy34
2022-04-04 20:17
Great job and congratulations on finishing your first game jam especially a 48 hour one! I would recommend using https://itch.io/ (or similar) for hosting instead of google drive as well as git (https://github.com/ or https://bitbucket.org/) for code and source control though.
Thank you everyone for the supportive comments! I will look into itch.IO to host my next project, and i appreciate the tip about using AddForce().
great attempt for a first game, it was very playable and i liked your take on the theme. i don't use unity but everyone else seems to have you covered on the technical side of things. Good luck on your next project
zimny11
2022-04-14 23:01
Congratulation on your first Ludum Dare game and welcome to the community! Making a working game in only 48h is already an awesome achievement. Few tips:
- Use some tools to create simple pixel art, like: Piskel (https://www.piskelapp.com/p/create/sprite). It can be used to create pixel art and animations. - Use some tools to easily create sound effect, like: Sfxr, Bfxr or Zzfx (https://killedbyapixel.github.io/ZzFX/). - Use some easy to pick up tools to create music, like: Bosca Ceoil (https://boscaceoil.net/).
These are tools that I'm using. There are super easy to get into and use. Here are more resources you can use:
- https://docs.google.com/spreadsheets/d/1tfkBo2IWLHXkZDbIEFUyCWvLkumHYDWCxGHzb-Rmc-0/edit#gid=0 - https://github.com/wujood/awesome-gamejam
Good job, keep it up :)
fifut
2022-04-16 14:01
You do it! You have finich and submit your first game :thumbsup:
When the timer reach the end, when the light come red, it's very oppressing, it reinforces the inevitable.
See you next time!