Ernest the Plump Adventurer (in trouble) by agersant
Bug workaround
============
- If the screen is mostly black and you can only see small dots, simply wave your mouse cursor over the game and things will go back to normal. The bug is easy to fix but it went unnoticed until the deadline =(
- If you want to play an updated version with a few bugs squashed and the possibility to jump using the space key rather than the up arrow key, go here : http://www.bashecn.org/tmp/LD21/updated/ (DO NOT PLAY THIS VERSION FOR RATING)
Goodies
======
Soundtrack download : http://www.bashecn.org/tmp/LD21/Ernest%20the%20Plump%20Adventurer%20(in%20trouble)%20OST.zip
About the source
============
The source includes the current version of my personal framework (Bacchus). It's not ready for public release yet so if I were you I would not try using it.
Resources and tools I used
===================
HaXe
Bacchus Framework
FlashDevelop
Adobe Photoshop
Propellerhead's Reason
Lame Encoder
BFXR
Fonts MinstrelPosterWHG and 04b11
George Kilian's Irish Red (lots of it)
Special thanks to
============
The Ludum Dare staff and IRC Channel
Remy 'Sieben' Leone
Ernest Adams
============
- If the screen is mostly black and you can only see small dots, simply wave your mouse cursor over the game and things will go back to normal. The bug is easy to fix but it went unnoticed until the deadline =(
- If you want to play an updated version with a few bugs squashed and the possibility to jump using the space key rather than the up arrow key, go here : http://www.bashecn.org/tmp/LD21/updated/ (DO NOT PLAY THIS VERSION FOR RATING)
Goodies
======
Soundtrack download : http://www.bashecn.org/tmp/LD21/Ernest%20the%20Plump%20Adventurer%20(in%20trouble)%20OST.zip
About the source
============
The source includes the current version of my personal framework (Bacchus). It's not ready for public release yet so if I were you I would not try using it.
Resources and tools I used
===================
HaXe
Bacchus Framework
FlashDevelop
Adobe Photoshop
Propellerhead's Reason
Lame Encoder
BFXR
Fonts MinstrelPosterWHG and 04b11
George Kilian's Irish Red (lots of it)
Special thanks to
============
The Ludum Dare staff and IRC Channel
Remy 'Sieben' Leone
Ernest Adams
| All (web) | http://www.bashecn.org/tmp/LD21 |
| Source | http://www.bashecn.org/tmp/LD21/src.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4958 |
Ratings
| Coolness | 2% | 246 |
| Overall | 3.86 | 15 |
| Audio | 4.15 | 5 |
| Community | 3.00 | 122 |
| Fun | 3.64 | 24 |
| Graphics | 4.19 | 15 |
| Humor | 2.83 | 70 |
| Innovation | 2.60 | 288 |
| Theme | 3.60 | 75 |
Still, good contender for some awards.
Plus, kudos for managing to pull everything off on your own in only 48h !
Water rising is a nice idea, makes for some nice challenges if you want to collect everything.
Enjoyed the music and art.
The jumping was a bit uncomfortable sometimes, maybe because of a too rapid crest in the arc. Stumbling with the buttons a moment will ruin a critical jump where you need all the height you can get. Should be more forgiving if there's a longer hover phase before falling again.
Actually, trying it again now I think it's more to do with the input keys used. It's very hard to double-tap up while at the same time tapping left or right to adjust your sideways movement. Jumping on Z should be more smooth since you will use both hands.
Another issue I found is that leaving the mouse pointer outside the applet will cause strange issues. Particularly when starting a level. I got a situation where I only saw single pixels spread out in a grid since the diamond wipe hadn't completed.
@Andrew
Valid point. I guess I implemented double jump because I like providing players with more possibilities to get immediate feedback following input. I should have made a better use of it in the level design and maybe save it for the later levels.
@RichMakeGame
Don't worry, there were only 15 of them (+ the ending screen) so you did not miss much. I love Stratus by the way !
@DrPetter
I wholeheartedly agree with your analysis of the jumping mechanic problem, thanks a lot for helping me putting words on it.
The collision bugs are much more fun than a timestep problem, the issue is that the moving platforms were coded using a display hack of my framework, and they're not actually moving in the game's world. This is what lead to issues for collision detection with them. Sorry about that.
The black screen bug can be worked around by waving your mouse over the applet. It is triggered when you move your mouse out of the game during a level intro and then press a key to skip it. It has been fixed in the post-compo version though.
I HATE being forced to press Up to jump, though. I would have loved to see it also mapped to spacebar or something like that. I don't understand why so many games insist on using that control scheme when you could just have it doublemapped.
I found it a bit hard, but probably because I'm bad at platformers. I found once I was in the water, I was pretty much dead anyway so it seemed useless to struggle (unless that's what you were going for).
All in all, an excellent entry!
To sum that up: outstanding entry !
Aside of this, The graphism are nice and the music tune is perfect. I liked the title screen, and the simple but efficient level name transition. Great overall !
Great. Should definitely be developed further.
But definitely one of the better ones.