Pato Loco by fermcg
Pato Loco is a platformer.
Game in action: http://www.youtube.com/watch?v=ZNCIphjiuH8
Development cast: http://www.youtube.com/watch?v=XrXEe7Yr98A
The main character gets numbers which give him power. Red recovers health (as soon as he gets to enemies that are not lethal as the spikes), blue gives double jumps and green enhances his missile reach.
To start playing enter the door pressing up.
Z jumps, X shoots.
F for fullscreen.
There are OSX and Windows compo and post compo versions.
Update 13:
A bug fix... Getting an energy filler while blinking (after being hit) could cause you to lose your energy filler.
Update 12:
Fixed a bad mapping in stage 3.
Update 11:
Windows and OSX Final version. Lifes, energy replacers and some fixes!
Update 10:
Changed some dlls - the package wasn't working in some machines.
Update 9:
(Changed on windows only)
Many Improvements:
Lifes, Fire ball hits you but does not kill you (just takes energy), Score makes sense, Compiled with Visual Studio 2010 runtime so I hope it will run on Windows XP machines too.
Update 8:
(Changed on windows only)
Added msvcp110.dll and msvcr110.dll to the distribution.
Update 7:
(Changed on windows only)
Gravity does not affect the shot anymore.
Shooting bouncing fireballs slow them.
Fireballs at the last stage.
Update 6:
I think windows dependency problems are solved (version 0.4.1).
Update 5:
Organized links - added the windows "Compo" version.
(finally compiled the original version in windows - it sucks anyway - play it, vote, and play the post compo!!!)
Also added a video with compo and post compo scenes!
Update 4:
Many improvements made to the game. It supports a XBox 360 controller (I tested my wired one). controls improved. There are only three stages and I didn't implement lifes / continues yet, and it's really hard to pass the 3 stages.
A post compo version for OSX.
Update 3:
Added msvcp100.dll and msvcr100.dll. A friend of mine reported that it's not working in Windows 8 even after adding these dlls. If it happens to you too, please let me know.
https://www.dropbox.com/s/5mhq7uf63tp4haq/patoloco-win32-v0.3.zip
Update 2:
I just released a new version which just changes the game's first screen with the game's official logo and without the "press space" - Actually you have to enter the door to play.
There's a Readme.txt file that tells a non-documented key (f for fullscreen).
New version: https://www.dropbox.com/s/csbgf85qxifj9oz/patoloco-win32-v0.2.zip
Update 1:
Now there's a windows version, but it's not the original game. I had to port to SFML and I made some improvements - so consider the windows link a post-compo version:
https://www.dropbox.com/s/tr3xylgh62d8oby/patoloco-win32-v0.1.zip
Since he still has no enemies despite the spikes, I changed the red powerups to increase his shot power. Double jumps now can be used just one time after you jump (So there are note triple or quadruple jumps as before).
Game in action: http://www.youtube.com/watch?v=ZNCIphjiuH8
Development cast: http://www.youtube.com/watch?v=XrXEe7Yr98A
The main character gets numbers which give him power. Red recovers health (as soon as he gets to enemies that are not lethal as the spikes), blue gives double jumps and green enhances his missile reach.
To start playing enter the door pressing up.
Z jumps, X shoots.
F for fullscreen.
There are OSX and Windows compo and post compo versions.
Update 13:
A bug fix... Getting an energy filler while blinking (after being hit) could cause you to lose your energy filler.
Update 12:
Fixed a bad mapping in stage 3.
Update 11:
Windows and OSX Final version. Lifes, energy replacers and some fixes!
Update 10:
Changed some dlls - the package wasn't working in some machines.
Update 9:
(Changed on windows only)
Many Improvements:
Lifes, Fire ball hits you but does not kill you (just takes energy), Score makes sense, Compiled with Visual Studio 2010 runtime so I hope it will run on Windows XP machines too.
Update 8:
(Changed on windows only)
Added msvcp110.dll and msvcr110.dll to the distribution.
Update 7:
(Changed on windows only)
Gravity does not affect the shot anymore.
Shooting bouncing fireballs slow them.
Fireballs at the last stage.
Update 6:
I think windows dependency problems are solved (version 0.4.1).
Update 5:
Organized links - added the windows "Compo" version.
(finally compiled the original version in windows - it sucks anyway - play it, vote, and play the post compo!!!)
Also added a video with compo and post compo scenes!
Update 4:
Many improvements made to the game. It supports a XBox 360 controller (I tested my wired one). controls improved. There are only three stages and I didn't implement lifes / continues yet, and it's really hard to pass the 3 stages.
A post compo version for OSX.
Update 3:
Added msvcp100.dll and msvcr100.dll. A friend of mine reported that it's not working in Windows 8 even after adding these dlls. If it happens to you too, please let me know.
https://www.dropbox.com/s/5mhq7uf63tp4haq/patoloco-win32-v0.3.zip
Update 2:
I just released a new version which just changes the game's first screen with the game's official logo and without the "press space" - Actually you have to enter the door to play.
There's a Readme.txt file that tells a non-documented key (f for fullscreen).
New version: https://www.dropbox.com/s/csbgf85qxifj9oz/patoloco-win32-v0.2.zip
Update 1:
Now there's a windows version, but it's not the original game. I had to port to SFML and I made some improvements - so consider the windows link a post-compo version:
https://www.dropbox.com/s/tr3xylgh62d8oby/patoloco-win32-v0.1.zip
Since he still has no enemies despite the spikes, I changed the red powerups to increase his shot power. Double jumps now can be used just one time after you jump (So there are note triple or quadruple jumps as before).
| Windows Compo | https://www.dropbox.com/s/3hhdq1neunnwj5f/patoloco-win32-vCompo.zip |
| Windows Post Compo | https://www.dropbox.com/s/965nbw1jhmp5xt9/patoloco-win32-v0.6.2.zip |
| OS/X Post Compo | https://www.dropbox.com/s/65iyl7okqgxcoju/patoloco-osx-v0.6.2.zip |
| Video | http://youtu.be/6Krt64HTIFE |
| Source (Compo) | https://github.com/fermcg/ld26/tree/ld26 |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22219 |
Ratings
| Coolness | 66% | 3 |
| Overall | 2.32 | 1260 |
| Audio | 2.00 | 931 |
| Fun | 2.42 | 1039 |
| Graphics | 2.45 | 1002 |
| Humor | 1.88 | 819 |
| Innovation | 2.24 | 1120 |
| Mood | 2.07 | 1181 |
| Theme | 2.48 | 1279 |
What's your OS/X version? I just tested it in mountain lion. I have an old macbook at home that is snow leopard or lion - It didn't run there either... I'm coming out with a dmg+app version (post compo game - more features - ported from SDL 2 (unstable) to SFML 2.0 (stable).
Pretty good & solid game. It would have been nice to ease in the player with the different platforming mechanics.
For one, I didn't think of running quickly to move to a nearby platform instead of jumping. Only found out later as I watched the YouTube video.
I liked the main character's animation. Simple & smooth. :D The shooting sound though is much too long, IMO, and gets pretty annoying quickly.
Aside from that, good job. :D
naufr4g0: The mac version is the "compo" version - it's the one I managed to finish in the 48 hours. It doesn't scroll and uses SDL 2.0. The new version uses SFML (I rewrote everything that made reference to the SDL funcions). The reason I did it: I couldn't have a windows version with the current SDL 2.0 - My mistake to choose an unstable under development framework. I didn't want to go back to SDL 1.0 because It would use software rendering internally - Porting to SFML was easy and I liked it so much that I'm sticking with it.
I'll release a post compo version for mac too as soon as I get to a "consistent" version. I'm playing with new tiles, trying to fix the double jump issues etc. Perhaps some mobile enemies. Feel free to follow my twitter: @fermcg. I'll announce there when the next version is out.