Old Files (Will be updated soon):
The back story:
I've always wanted to create a platformer. I've been brewing ideas for the past year or so of how I want my very own game to play, what its gimmick would be, and various other details. It would control like a mix between Mario and Sonic. Gameplay would be a mixture of platforming and beat-em-up combat. The twist would be a built-in rhythm gameplay engine driving combos, attack strength, and jump height.
Last week, I stopped thinking and started doing. I got Pygame installed on my laptop and just started developing. First I wrote up a parallax background scroller, then movement/collision detection. Eventually, I got used to the development environment and wrote up some basic physics, control code, USB pad support.
Alpha 1: I now have the basics of a platformer. There's a little man and there's a level. He can move and jump.
Alpha 2: He doesn't get stuck in the walls anymore.
Alpha 3: He can also do other things, like punch, kick, stomp the ground, hit things with his head, and throw spiked balls. There are enemies that hop around and hunt the player.
Alpha 4: There are spikes and exploding balloons and a trigger system that allows for scripted events in levels. There is a camera that moves, zooms and tilts. The levels are rendered in full 3D
There's also a rhythm engine hidden somewhere in the back end, just to make sure it all keeps running as a develop things. Who knows if this will ever work out to be the game I imagined. It probably won't at all. I'm ok with that.
What this thread is:
I'd like to gauge interest in the game, get feedback on how it feels at this early stage, and, ideally, recruit some people for this project, no development experience necessary. I'm looking for a few people who would like to design some levels, create some sprites, etc. If someone wants to help with programming, just let me know. I think I'm all set but, who am I kidding, I'd love for someone to swoop in and whip up the perfect collision detection system.
This is strictly just for fun. If the game ever gets to the point where it would be a compelling experience for others to play, you get your due credit and it goes up in a released form for free. If not, that's just how it goes.
There are always threads that are like: "Hey guys, let's make a game!" and then they never go anywhere. This has already gone somewhere. There is a running engine packaged into executables, ready for new level designs, sprites, and (you'll have to work with me on this one) animations. Sure, it's early and in-progress. You have to start somewhere. Get in on the ground floor.
How to start:
First, download the game and try it. There are no enemies or goals or interface to speak of. It just is. Take it in. If it's running like crap or you'd like to change the demo level or controls, open up the data folder and poke around with "conf.txt" and "controls.txt" Windows users, you may need to use Wordpad to edit the files because notepad could choke on their linebreak format.
Next, if you're interested in levels or sprites, you'll need a graphics editing program that can handle transparent PNGs and, for your sanity, layers. I use Photoshop but the gimp will do in a pinch. Anything that can make a legitimate transparent PNG will do.
Open the data folder, open up levels, and pick one of the three examples (vida, testbig, palevel). There are 6 files that make up each level. "back.png", "front.png" and "rear.png" are just graphics with no bearing on gameplay. Front is the layer of the level over your character. Back is the layer immediately behind. Front and back should have the same pixel dimensions. Rear is the panel that sits in the back and gives the illusion of depth. It should be smaller than front and back but larger than the screen size.
"ground.png" is the ground surface, the places the player can walk. "mask.png" represents the walls the player will bounce off of. Play the game and inspect the examples and you'll get a much better idea.
This picture shows ground and walls overlayed in Photoshop.
"props.txt" determines what song plays and at what coordinates the player starts. Eventually, this will flesh out to do more.
Left/Right arrows: Movement
Up arrow: Jump
Left Ctrl: Run
Tab: Spawn a basic character entity called "Jumper"
Space: Rhythm code interface