HTML5 Platformer in development
Hello. You may know me as the creator of Runestone Defense, which used art, music and sound effects from this site, and the code to which I released as open source. Well, I'm working on a new game, a platformer with some physics puzzles.
It's called Tommy Utah Vs. The Space Zombies. It's about a community college quarterback named Tommy Utah who gets abducted by space zombies and must escape and save the earth.
It's in a very early stage of development, I figure I'm about 25% done, after approx. 3 weeks of development. I have 1 level so far, and that has everything on it. It's my testbed level. I make a new feature, say, a fire hazard, and it goes on the test level.
Most of the art is prototype art. Some of the art there is final, like the Tommy Utah and zombie sprites. Other art is a maybe, and the background and world tiles are definitely prototypeing only. There is no sound yet.
Art from here that I'm using is the spinning coins from http://opengameart.org/content/animated-coins Other art is the fire, blood and voltage from http://forum.unity3d.com/threads/60284-Free-2d-sprite-animations and the character sprites I had made (tommy utah) or purchased pre-made (zombies) from http://2dgameartforprogrammers.blogspot.com/2011/12/game-assets.html
I'm posting this here, in a developer friendly, relatively small forum because I'd like to get some feedback / ideas from a small group of people. I'm not ready for a widespread beta yet. I'm calling this a small alpha release.
So, if you'd be so kind, please go and play it, and tell what you think. Post here, or email me (address on the page). I'm especially interested in bug reports & new feature ideas. I have a whole slew of ideas written down, but I'd rather not state them, and just see what you guys come up with.
Play the game at http://magigames.org/tommy_utah/
I appreciate in advance any bug reports / suggestions from you guys.
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TL;DR : go play my pre-release game and give me feedback: http://magigames.org/tommy_utah/
Had some questions:
Will this game also be open source:
Parts of it will definitely be open source. The sound code, for sure. The map loader (loads json exported from Tiled). The parts of the JawsJS library I changed will of course get contributed back (as did my changes for Runestone Defense). Probably more. I never intended to open any of Runestone Defense, and then I opened it all, so I can't say for sure.
Will I contribute any art:
I have seen a real lack of good open platformer world tiles. I don't currently have any. Depending on how I get them, I will release them as open if I can. Any art that I make I will post as open here on opengameart.com. So far that's not much, but there is some (the basketball, for example).
Thanks
Looks pretty good, had some performance issues (when pressing multiple buttons + levelscrolling) but looks quite good
Btw, i recall (as i have it downloaded somewhere) that there is a spinning coin on OGA that perspective wise looks even better on platformers.
@geekd: There are actually quite a few platformer tiles, though not a lot of really complete sets. I have them all collected here: http://opengameart.org/content/platformersidescroller-tiles
Generally, the game is looking decent so far, but the physics are kind of frustrating. He doesn't seem to have much stopping power/ability to corner, which makes him hard to control.
Thanks for the link to those tiles. I had seen some of them, but not most.
By stopping / cornering, do you mean after you let up on the button, he keeps going too long? Or do you mean control in the air when jumping? or both?
Thanks!
Not bad. I couldn't really see anything to complain about and I always enjoy physics.
Nice work geekd.
It's smooth. I didn't have the coordination to get up onto the zombie platform. Maybe next time, when I try it on my tablet. I guess I'll find out how HTML5-ish my Androin's browser is.
-- hendrik
-- hendrik
I think you'll be dissapointed in the framerate. That's been my experience with may iPad 1 and iPhone 4s.
I plan to make iOS and Android releases after it's complete.
Also, there's a dev blog I wrote / am writing at http://magigames.org/blog.html
-- hendrik
My plan for tablets / etc is to tilt to move, 1 finger tap to jump, 1 finger hold & drag to throw. That's the plan, if it doesnt work well then I wil change it.
I don't plan on working on that until the game is more done.
Thanks for the info.