Hello, I am Felix and this is my first Ludum Dare entry. This is a fighting game that takes place on one screen (no scrolling, no levels). Yeah, the game is 2 player but please still rate it, you don't need to have 2 players to mess around with it. So, you're player can move, jump, walljump and attack. You can collect powerups that appear randomly around the screen and can turn tables for players later on. These are the items/powerups that can appear on the screen: Each of these items last for 5 seconds, if not picked up they will disappear.
IMPORTANT: IF YOU DON'T UNDERSTAND THE CONTRLS look at this video i made of the game and what the controls are actually capable of if you try
Heart (Gives you a full heart) Skeleton (Takes away a full heart) Teleporter (Two of these appear, going in one will send you out the other. ) All of the "powerups" last for 30 seconds when picked up. Powerup S (Super Punch): Will make you deal a full heart of damage instead of half when punching Powerup K (Knockback): Will make the player you hit fly back more. Powerup G (Gun): Will give you a temporary gun. (This one is awesome). Powerup D (Double Jump): Will give you an extra jump in the air. Powerup A (Armour): Will give the player a force field which will block all attacks.
(These controls were changed to rabbit's) (I just edited controls.txt not the code)
Here are the default controls: Press TAB to reset the game, sorry that I forgot to include this earlier.
Player 1: Left: A Right: D Jump: F Attack: G
Player 2: Left: Left Right: Right Jump: O Attack: P change controls in controls.txt
This player can jump, not so high but can wall jump like crazy. To wall jump hold left or right to touch a wall and press jump, do this in mid air while touching a wall and you should wall jump. TIP: After wall jumping, press the opposing direction arrow to go flying to the opposite side of the screen. You can punch by pressing attack, if you have gun you shoot by pressing attack.
Game made with: IDE: Code::Blocks Language: C++ Library: SDL w/ SDL_image & SDL_mixer Graphics: Paint.NET Audio (SFX): Famitracker
For more info, README.txt The binary and source were edited, only Readme.txt and controls.txt were changed
My temp site: felixisdev.weebly.com My youtube (might have vids of game): youtube.com/felixisdev
Controls should be WASD IJKL or something like that. Having all of the controls in a line is really counter intuitive to what people are used to playing.
Nice first entry! I'd recommend organizing your files better next time. Also, 5 seconds for power-ups to despawn seems to short; I can't travel across the screen in that amount of time, I feel.
I've never seen a fighting game in an LD Compo. So congrats on that. I like the concept but the level could have been a little easier to get around since the wall jumping is kind of hard to do. I didn't have two people to play with so that part was lost on me.
kirbytails7 and masterhyjinx, you can edit the level in level.png (more info on that in readme.txt), and the controls take getting used to, but after you get used to them they beat most games in how you can get around the level. If you master the controls you can literally jump from one wall of the level to the other flying across the screen.
Since alot of you don't understand the controls, or maybe don't know what you can do with them and how you can actually get around, I will try right now to upload a video to my channel if youtube won't say my video file is invalid, damn.
Some cool ideas, like portals and wall-jumps. This game seriously needs local networking, though. Also, it didn't scale to the full window on my machine. Great job regardless!
Yeah, sorlok it doesn't scale all the way, the reason is because the pixels only scale on even scaling, because if I scaled it to something like 2.4353 (depending on the size of the window) some pixels would be bigger than others and it wouldn't look as good, but maybe I should've made an option or something. I might make a game with local networking in the future, I need to learn how to use threads in C++ (oh damn, I hate how listening to packets has to wait on the code and run on a seperate thread...)
It felt a bit small, the graphics were nice, i think it could use a bit more of a tutorial, as well as ideally an AI to fight against :P But I can imagine that not being viable, especially in a first entry. Still a nice concept.
An AI is pretty difficult to create for these types of controls, with an AI I imagine having the computer play the game with the controls that the user has (to make it fair) and I'd have to program it to do the wall jump thing and having it inputting controls which is really difficult, it's not because it's a first entry and I'm actually surprised that I have not done Ludum Dare in the past. The tutorial, well I don't think it needs much of a tutorial, I mean read the description and you should be set and the goal is pretty obvious, kill your friend lol.
My 5s for the fun, my roomate and I had a lot of fun. All my respect for the C++ thing, though. As it was said before, maybe you could polish a bit the power-ups, but anyway, great job!
@sP0CkEr2 I wouldn't even complain the controls, change them damn it. The screen couldn't of been bigger, that would break the rules of "whole game on one screen" no? this game is required to have a prebuilt level and that is fixed to 256 x 256 pixels so yeah.
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I see you can change the controls in a file which is cool but your regular controls are still really weird tho.
All it needs is graphics scaling, maybe some music, and networking for the multiplayer, and I'd say it's better than 95% of the competition entries!
As it was said before, maybe you could polish a bit the power-ups, but anyway, great job!
I wouldn't even complain the controls, change them damn it. The screen couldn't of been bigger, that would break the rules of "whole game on one screen" no? this game is required to have a prebuilt level and that is fixed to 256 x 256 pixels so yeah.