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Author Topic: Thieving Time, a DOS-inspired platformer [playable in browser]  (Read 4208 times)

Haxton Sale

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Thieving Time, a DOS-inspired platformer [playable in browser]
« on: February 27, 2018, 09:52:56 pm »

I decided to turn my Crystal Caves remake into an original game with similar concept.
Thieving Time, a collectathon platformer with puzzle elements. Collect all the crystals (subject to change) and reach the exit door.
The game is playable in browser (confirmed working on latest Firefox and Chrome).

Current build has 1 finishable WIP level and one test level.

tt.kons.pw
Controls: Arrows; Z - jump; X - shoot;
C - flip gravity (only for testing, the first level can be completed without it)
It still uses some "borrowed" sprites. I'll keep replacing them as time goes on.

(click to show/hide)
« Last Edit: May 07, 2018, 08:28:48 am by Haxton Sale »
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Spazz

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Re: Crystal Caves clone
« Reply #1 on: February 27, 2018, 10:51:15 pm »

Making it possible to enter the pixel-perfect holes (far right of the test level) was a pain.
Do you happen to mean when you spam in the tunnel holding right, to then be stuck in the wall?
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Haxton Sale

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Re: Crystal Caves clone
« Reply #2 on: February 28, 2018, 07:42:35 am »

Depends on what you mean by the "tunnel". If the one on the left side of the map, then I fixed it. If some other spot, then I could use a screenshot.
Ok, I found it. Guess I'll take a look at the code then.
« Last Edit: February 28, 2018, 07:47:02 am by Haxton Sale »
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Re: Crystal Caves clone
« Reply #3 on: February 28, 2018, 11:35:38 am »

New build, rebuilt ledge detection and added some new platforms to test it.
If you have some time, please do some playtesting to see if you can find some strange behavior related to that.

Console prints "OK [random int]" whenever the character finds a ledge to stand on in front of him. Sometimes it reports double, but that shouldn't cause any issues. Main issues would be if it reported an OK when there's clearly no ledge (like next to a wall or so).
« Last Edit: February 28, 2018, 11:39:28 am by Haxton Sale »
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Re: Crystal Caves clone
« Reply #4 on: February 28, 2018, 01:34:54 pm »

Neat jump register,



[edit] With Console,

« Last Edit: February 28, 2018, 01:52:09 pm by Spazz »
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Haxton Sale

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Re: Crystal Caves clone
« Reply #5 on: February 28, 2018, 03:49:58 pm »

Welp, guess I'll lower the max fall time at which you can still jump.
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Re: Crystal Caves clone
« Reply #6 on: February 28, 2018, 04:18:55 pm »

Noticed, you can not shoot when holding two keys, at least for me.

If you hold Left+Right, doesn't matter which first, the character will moonwalk facing left,

And if you dance Left/Right quickly while firing, sometimes the missile turns around.
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Re: Crystal Caves clone
« Reply #7 on: March 01, 2018, 07:03:59 am »

Moonwalking left is an intentinally programmed quirk of the original game. Missile turning around, that's unexpected though. Thanks for checking.
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Re: Crystal Caves clone
« Reply #8 on: March 01, 2018, 08:19:27 pm »

New build.
http://puu.sh/zyGfq/d37088b301.zip
Less time to jump after falling, but added jump buffer so jumping out of those tight holes is now easy. I think that's as good as it's gonna get controls-wise, assuming there are no major glitches. Added a dummy collectible to the map too.
Next up, implementing limited ammo, pickups/collectibles and points.
« Last Edit: March 01, 2018, 08:20:07 pm by Haxton Sale »
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Re: Crystal Caves clone
« Reply #9 on: March 02, 2018, 09:55:56 am »

Nothing else I can see,

Have not played the original, so I assume the death animation and outro are to be carried out in mid-air?
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Haxton Sale

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Re: Crystal Caves clone
« Reply #10 on: March 03, 2018, 07:15:19 pm »

Yeah, mid-air freeze is intentional.
Changed the moonwalk so it happens in both directions.
Made the fade-to-black more smooth.
Added limited ammo, ammo pickup and timed power shot pickup (instakills enemies).
Rebalanced bunnyhopping a bit.

Gonna work on some more enemies next.

Download:
http://puu.sh/zA2Of/bb763e0e36.zip
« Last Edit: March 03, 2018, 07:21:13 pm by Haxton Sale »
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Re: Crystal Caves clone
« Reply #11 on: March 03, 2018, 07:56:40 pm »

Added score.
Dinosaurs now give you points.

http://puu.sh/zA44W/6098d7069d.zip
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Re: Crystal Caves clone
« Reply #12 on: March 04, 2018, 04:23:19 pm »

Didn't keep my promise of more enemies, wanted to focus on more backendish stuff.

Backend (just to keep track):
Created autotiles to make levels faster
Stage manager, switching between scenes, automatic fadeout/fadein if added to the scene

Gameplay:
Recreated the layout of Crystal Caves' first level, placed Dino enemy, ammo and exit
Multiple levels - grabbing the dummy collectible switches to level 2 (old test level)
Switching to different stage keeps ammo and score. Reloading current (by death or dummy pickup) resets score and ammo to the values you started the stage with.
Testing reverse gravity - press SPACE to flip (this will be a timed pickup, so spamming flips is not an issue)

DOWNLOAD:
http://puu.sh/zAMCs/1d2ab2d576.zip

And if you can, do report if the console throws any red ERRORs, I tried to clean them up too.
« Last Edit: March 04, 2018, 07:58:10 pm by Haxton Sale »
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Re: Crystal Caves clone
« Reply #13 on: March 07, 2018, 02:58:10 pm »

Nuggets of gameplay:
Collect all crystals to exit the level.
Open colored doors with corresponding switches (press "shoot" to use them).
You can't close the door again after opening it, that's intentional.

http://puu.sh/zCJHD/95eaf2d929.zip
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Re: Crystal Caves clone
« Reply #14 on: March 07, 2018, 04:04:35 pm »

Chrome being a dumbass rejecting the last two file downloads, marking as 'dangerous'.

[edit] Can not test anyways, currently hosting and have other tasks running. Will do later
« Last Edit: March 07, 2018, 04:05:14 pm by Spazz »
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