Ten Seconds of Thrust by flarb
NOTE: The FIXED link has fixed the bug in Windows where landing wouldn't cause the level to advance. Also you might notice the music is louder at the bottom since for some reason taking the collision box off the endzone (which was the original landing hack for Windows) makes the music louder--go figure. I added the collision box around the sound object at the end to try and fix the windows bug at the last minute which kind of muted the music.
Anyway--I'm not sure if this is breaking the rules so I've kept both up, the Web link and the new fixed web link--which technically isn't adding any content I don't think. You can check the HG repository.
Unity3D. cfxr for sound. Spritegen for tiles/sprites. autotracker.py for music. HOTwen, 2DToolkit for Unity plugins.
Press up, down, left, and right arrows to thrust. Pick up capsules for extra "Energy Time", safely land on the bottom to go to the next stage.
You can only land safely when the HUD says you are at a safe velocity (upper right)
Stages are all randomly generated....how many can you clear?
Speaking of which--turns out on Windows landing doesn't trigger the next level screen...only on OSX. I've tried a few hacks to no avail--I have no idea why this is. Seems like a Unity bug.
Anyway--I'm not sure if this is breaking the rules so I've kept both up, the Web link and the new fixed web link--which technically isn't adding any content I don't think. You can check the HG repository.
Unity3D. cfxr for sound. Spritegen for tiles/sprites. autotracker.py for music. HOTwen, 2DToolkit for Unity plugins.
Press up, down, left, and right arrows to thrust. Pick up capsules for extra "Energy Time", safely land on the bottom to go to the next stage.
You can only land safely when the HUD says you are at a safe velocity (upper right)
Stages are all randomly generated....how many can you clear?
Speaking of which--turns out on Windows landing doesn't trigger the next level screen...only on OSX. I've tried a few hacks to no avail--I have no idea why this is. Seems like a Unity bug.
Ratings
| Coolness | 71% | 3 |
| Overall | 3.04 | 569 |
| Audio | 2.47 | 594 |
| Fun | 3.10 | 404 |
| Graphics | 2.86 | 571 |
| Humor | 2.17 | 600 |
| Innovation | 2.64 | 804 |
| Mood | 2.49 | 745 |
| Theme | 3.08 | 646 |
Thanks for the comments! If I fix that Windows bug I'll probably just put up a separate link since I'm not sure it's allowed.
Pretty good game though.
I wasn't able to get the next level to load; using Chrome, running Windows XP.
One thing that would have made it more challenging would have been a time limit on how quick you could get to the bottom, and you'd need to dodge random platforms and not splat against the bottom. That's kind of fun to do right now, actually :)
Good game and good luck!
It turns out, the normals you get back from collisions not only are inaccurate, but inconsistent between platforms. So instead I'm using the position of the collision points to detect landing.
I took the collision volume off of the endzone object which also makes the in-game music louder. There's a sound source at the end that gets louder as you get closer. When I added the last minute hack (a box collider) around it, for some reason it made the music super quiet.
So I'm not sure if this is breaking the rules or not, hence I've kept both versions up. The WEB version is the original and FIXED WEB has the landing fix. Thanks!
Might as well list some improvements here:
* Ability to specify size of the sprites/tiles
* Ability to specify hue range of tiles (like, I want a bunch of green-ish ones)
* Ability to specify naming convention. Like ForestTile-X.png and then X ends up being the tile number or something.
Nice entry!
Spacey physics and solid mechanics. Very nice!