One Hot Potato by Tomski
Here is our 4 way platformer/brawler "One Hot Potato".
The goal is to kill the other players before they get you. There is only one weapon, the potato.
If you hold onto it, it will deal more damage when you throw it, but it will start to get hot and damage you if you hold it for too long.
We have a full Client and server for network play, however the simulations running on server and client got out of sync far too quickly, so even though we got it to a functioning state, we most likely wont be putting up servers as the gameplay over the net is not up to scratch.
Select Local play, and then choose the player count, then you can alter between input and or if you want players to be controlled by the CPU
I cant wait to play this as a drinking game, local multiplayer really is great. If you dont have anyone round, you can always try battling against the cpu, not too smart but fun anyway.
We had a lot of fun making this, shame about the multiplayer over the net, but all in all we are pretty happy with the result :)
360 Controller support and probably other similar controllers that we dont have to test!
Controls:
A - Move Left
D - Move Right
Space - Jump
Mouse click and move, aim and fire the potato
Hold onto the potato for longer to heat it up for extra damage
Bindings for 360 controller:
Left thumbstick - movement
Right Trigger - fire potato
Right thumbstick - aim
Note: This is a multiplayer game!
Contributors:
Steve Maxim
Tom Wojciechowski
Oscar Stretton
Justin Shapcott
Coded in Java xD
Libraries used:
Libgdx
Spine
Kryonet
Kryo
Tiled
Universal Tween Engine
Attributes:
Font http://www.fontsquirrel.com/fonts/alfa-slab
Music "River Valley Breakdown" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
The goal is to kill the other players before they get you. There is only one weapon, the potato.
If you hold onto it, it will deal more damage when you throw it, but it will start to get hot and damage you if you hold it for too long.
We have a full Client and server for network play, however the simulations running on server and client got out of sync far too quickly, so even though we got it to a functioning state, we most likely wont be putting up servers as the gameplay over the net is not up to scratch.
Select Local play, and then choose the player count, then you can alter between input and or if you want players to be controlled by the CPU
I cant wait to play this as a drinking game, local multiplayer really is great. If you dont have anyone round, you can always try battling against the cpu, not too smart but fun anyway.
We had a lot of fun making this, shame about the multiplayer over the net, but all in all we are pretty happy with the result :)
360 Controller support and probably other similar controllers that we dont have to test!
Controls:
A - Move Left
D - Move Right
Space - Jump
Mouse click and move, aim and fire the potato
Hold onto the potato for longer to heat it up for extra damage
Bindings for 360 controller:
Left thumbstick - movement
Right Trigger - fire potato
Right thumbstick - aim
Note: This is a multiplayer game!
Contributors:
Steve Maxim
Tom Wojciechowski
Oscar Stretton
Justin Shapcott
Coded in Java xD
Libraries used:
Libgdx
Spine
Kryonet
Kryo
Tiled
Universal Tween Engine
Attributes:
Font http://www.fontsquirrel.com/fonts/alfa-slab
Music "River Valley Breakdown" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Ratings
| Coolness | 82% | 2 |
| Overall(Jam) | 3.67 | 68 |
| Audio(Jam) | 3.81 | 35 |
| Fun(Jam) | 3.72 | 38 |
| Graphics(Jam) | 3.82 | 130 |
| Humor(Jam) | 3.46 | 60 |
| Innovation(Jam) | 3.10 | 184 |
| Mood(Jam) | 3.36 | 124 |
| Theme(Jam) | 3.69 | 37 |
People need to stop holding onto the potato when they are dead though :P
Aside from this, the potato doesn't do enough damage in my opinion, kinda hard to get to the computer and throw in time to make it worth it really
Also, in one of my game the potato got stuck in the wall.
That all aside, great game though, high quality, especially if you were worrying about multiplayer as well, even if it didn't work that way in the end.
The damage is up to 60% depending on how long you hold it for, networking took a big chunk of time to sort out, so there are a bunch of bugs that probably would have been ironed out if we hadn't gone for it.
Thanks for the feedback!
Pretty cool, though the window was too big to display on my screen all at once, but I managed to play it, still. Pretty cool. :3
Mine too is local multiplayer ;)
Great game done in no time!
nice going..
woop!
There is however a lack of feedback, we didn't understand what we had to do, and didn't seen the "hot potato" mechanic. Maybe a lack of time, too bad, the overall is still nice.