FFFFFF- by Metamist
This is a game that was very much inspired by the game VVVVVV.
## Instructions
W / Space = Jump
A = Move left
D = Move right
S = Crouch
E = Use (Only works on the portal when it's activated)
And some more keys that i'd rather not spoil, the game will tell you these keys when it's time.
The game does have custom levels implemented, but it might be a bit complicated for some due to the way it loads levels.
First of all, to make a custom level you need to go to the folder with the game, and then into the "levels" folder. Here you need to create 3 files, and they have to be named properly like this:
.png
ents.png
back.png
replace with the name of your level.
.png handles normal tiles that you collide with.
ents.png handles entities.
back.png handles the background tiles.
Each color on these images represents a different tile or entity, you can find the list right here:
http://puu.sh/2Jb1e.txt
It might look a bit complicated for some, but i'll try to explain it. On the spikes, the Blue value in the color represents the rotation. 75 is 90 degrees, and 225 is 270 degrees.
On the lasers however, x represents how far the laser will go. This is calculated by multiplying the length you want the laser to go by 10. Horizontal lasers always go to the right when added. Vertical lasers always goes down when added.
The y value represents the bounds of the laser. 230 is 2 blocks, 240 is 3 blocks and so on.
The elevator is the same as the lasers.
I hope you understand all of this! Have fun!
## Requirements
XNA Framework 4
.Net Framework 4.5
## Instructions
W / Space = Jump
A = Move left
D = Move right
S = Crouch
E = Use (Only works on the portal when it's activated)
And some more keys that i'd rather not spoil, the game will tell you these keys when it's time.
The game does have custom levels implemented, but it might be a bit complicated for some due to the way it loads levels.
First of all, to make a custom level you need to go to the folder with the game, and then into the "levels" folder. Here you need to create 3 files, and they have to be named properly like this:
replace
Each color on these images represents a different tile or entity, you can find the list right here:
http://puu.sh/2Jb1e.txt
It might look a bit complicated for some, but i'll try to explain it. On the spikes, the Blue value in the color represents the rotation. 75 is 90 degrees, and 225 is 270 degrees.
On the lasers however, x represents how far the laser will go. This is calculated by multiplying the length you want the laser to go by 10. Horizontal lasers always go to the right when added. Vertical lasers always goes down when added.
The y value represents the bounds of the laser. 230 is 2 blocks, 240 is 3 blocks and so on.
The elevator is the same as the lasers.
I hope you understand all of this! Have fun!
## Requirements
XNA Framework 4
.Net Framework 4.5
Ratings
| Coolness | 22% | 1828 |
| Overall | 3.20 | 520 |
| Fun | 2.93 | 610 |
| Graphics | 3.47 | 279 |
| Innovation | 2.27 | 1103 |
| Theme | 2.53 | 1266 |
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: ludumdare26.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 517e7bb3
Problem Signature 04: Microsoft.Xna.Framework.Game
Problem Signature 05: 4.0.0.0
Problem Signature 06: 4c72cd09
Problem Signature 07: 134
Problem Signature 08: 60
Problem Signature 09: AQRZ5UNGVPAAKLRWFFK35BWUV213BMTN
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Second impression : Guy, this is way too hard, the gravity is too strong ! You die before reaching the spikes !
Third impression : A cube ?! I MUST get the others.
Fourth impression : Okay, I just finished the game... Very good game ! Congratulations (but the gravity is definitly too much strong)
@Colisan, Thanks! Now that I think about, I can agree on the gravity part, I didn't have very much time to test the game enough because I was short on time in the end.
Also:
-I found the music to be quite annoying and there was no mute in game.
-The first additional mechanic should reset every time you touch ground rather than after a timer, I think.
-Respawning could be manual, rather than automatic, so that one would get a better idea of what the character just smashed into.
-I think I found a potato as well.
I felt the hitbox was a unfair sometime I don't know if this was on purpose.
I know I should have told you all this, but in order to go past the lower right spikes, you need to get 2 cubes and unlock the air dash ability (lower left and upper left paths). I also didn't get time to do the respawning stuff, but I was going to. I only had about 20 minutes after the level design + main menu was done.
And the potato was an easter egg :)