FoonLudum Dare ExplorerUsers → JayPC000

JayPC000

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201326MinimalismMiniJumpcompo10132.722.732.003.353.231.962.192.2746

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by JayPC000

LD26 — Minimalism

Rect by Esenti 2013-05-01T23:27:00

I dont mind the game, I ended up beating it, but the problem I ran into is that If I dont manage to beat the level in the first go I have to start the level over, but it never tells you(I had to figure it out on my own) that you can press R to restart the level. I was thinking a cool thing to do might be that collecting a coin adds time to the clock and saves what time you collected it at, then when the time goes below that time the coin reappears. that way if you mess up the level, the coins all eventually reappear. or something to that effect.

Anyway Good concept, but I think the execution needed a bit more thought.

Rect by Esenti 2013-05-01T23:31:00

"Also, a hint that "R" restarts would have been useful in the instructions! :)" What Tom 7 Said.

agreed, Its not obvious in game that R restarts. you HAVE to have been told or looked here to get the controls. And I generally Download the games here and don't look at the posts till after i've played it so I don't ruin the experience

A Game of Boxes by DarkX2 2013-05-06T07:09:00

The Jumping and motion are hard to control As you only allow one key press at a time. The biggest complaint is that I can't walk and Jump at the same time.

Otherwise this game Looks like that picture that you find under Minimalism on Google images, My game is more loosely Based on the same image and is also a Platformer

MiniJump by JayPC000 2013-05-01T01:08:00

Thank you everyone! :D

Kacpersk1 If you want to add to the game, there is a level editor, and the levels can be exported with the F6 key. They will be exported to res/modLevels/foo.txt

change that name to anything you want and put the file in res/levels/ and then open res/masterLevelList in notepad and add the file name too that, it should show up in the game(the game reads the master list, and then finds the file of the same name in res/levels.)

Thats how I made all the levels in the game.

MiniJump by JayPC000 2013-05-01T01:22:00

pansapiens I could easily fix the left right acceleration by changing some of the settings, and I could also increase the friction of the player so you would stop sooner(Some perspective this is the first game that I didn't use a static movement speed and used Velocity and Gravity and what not. So I spent a LOT of time figuring out how to do it, and less time tweaking it to play slightly better.)

The last change I was going to make was changing the Collision of spikes, in fact in the Project its changed to a polygon instead of a rect, but I didn't finish in time for the submission for the compo.

The spikes are also slightly shorter in the current build so you don't get the spike touching you when you stand on the corner of the block and over hang on to a spike.

I do like the idea of putting a face on it, I'll probably add a left right facing as well when I get a chance to add to it

MiniJump by JayPC000 2013-05-02T07:59:00

KilledByAPixel, Thanks for the feedback, Im not sure what causes the textures to have that Black line above them, but I don't think i can fix it, as I think its Caused by the Slick2D rendering engine and i'm definitely looking into it.

I use rudimentary lists for all the platforms and each block is a platform even if its not reachable. Originally the Idea was to make Groupings of blocks into one big polygon, and then Generate the texture inside of it with images procedurally. But I ran into issues early on, and scraped the idea making it more simple, but slightly more Processor intensive(every update it has to check collision with EVERY platform in the list) I've been working on learning how to take this and implement a Quadtree Collision system so I reduce the number of collision checks per frame

as for the background, I was going for the game to look like a piece of Minimalistic art which made it turn out looking a lot like:

http://www.ifullscreen.com/thumbs/artistic_minimalism_wallpaper_7-t2.jpg

I like it flat white, Maybe a all white with a texture, but I didn't want to muss up the Clean cut feel by dirtying the background, and I didn't want to add a color because it would detract from the importance of the color in the platforms.

The original Idea was to make the level ENTIRELY white and the level Reveals itself as you touch platforms, in a very Bastion style. The Blocks were going to have light shadows, and you had to Reveal the colors by touching them. only once you have restored all the color or something like that, would the Exit gate open.

Most of the reason the game looks kinda bland, is because of time constraints XD

MiniJump by JayPC000 2013-05-06T06:45:00

HELLO23 - I started with a level that was empty except one block to stand on, a start point and an end point. then used the F5 level editor to make the levels, then F6 to output them.

@SamPotasz - Thanks! I wanted to go for a simple look that wasn't complicated and had an artistic look. The build I did In the following days for my amusement, also have background color changes, and a HSB System for changing the colors of EVERYTHING On the fly. It creates 6 colors for the blocks and a background color randomly when you start a level.

Beerman - I had planned to add Directions as graphics that float next to the player, but trouble with Collision, caused Issues, and I ran out of time. (secret: I planned on turning this into an interactive Resume once I was done ironing out the gameplay for kicks and giggles, using the same tutorial system. but to make Info about myself appear as you progress)

Isocolor by Christopher Chamberlain 2013-05-06T07:17:00

I liked the game, a LOT! would have liked to see the cubes have better Z-Indexes though, unless the overlapping cubes as I walked over them was intentional. It made knowing where I was standing hard.

LD28 — You Only Get One

Super Epic Robot Battles by psychopsam 2013-12-16T20:58:00

I disagree phi6, strafe would have been fine as long as you had to manually control the leg direction and torso direction, like in the Mechwarrior games. I just wish I could turn faster, or be able to angle the shooting direction slightly with the camera for better precision, even if it wasn't a huge ammount

Isles of Solara by ashen 2013-12-18T18:48:00

I love the game! The sailing is cool because of the wind changing. One issue I have is Every time I settle I seem to lose shortly after and the game doesn't really tell me why. So I don't know what i'm doing wrong

Isles of Solara by ashen 2014-01-15T13:19:00

Love the updated version, I've since then gotten better strictly because I know why I lose all the time. would love to see this continue to be developed, maybe even into a full game.

Ultimate Wish by Carduus 2013-12-18T19:38:00

The best way I can say this could be improved would be able to click and hold to show the arc of the Throw.

Otherwise great job!