My character has a face now
New video! https://www.youtube.com/watch?v=pq4zyGiQqMc&list
You can see that:
- you can now jump on platforms and move with them
- platforms can have different sizes
- the hero is not a square anymore
- you can win level 1 and progress to level 2, 3, etc (if you are a better player than me!)
Day 19 (already) - Platforms
Slowly progressing…I think I won’t be able to deliver a decent game for the end of the competition, but only something playable. But I’ll go as far as I can!
This week I reorganized the basic Entity class to support an Entity Manager, and to create moving platforms. Now I have red squares all around the screen and I can jump against them.
I won’t say that I can jump on top of them (yet) because I still need to implement a way to connect to them, so that when they move, they bring the character with them.

Since I still need to start making art, platforms are red squares right now…
If you want to see them in action, I prepared a quick DevLog: https://www.youtube.com/watch?v=lpgl7ni6gHs
Day 5
The competition has started, and instead of working harder on the game I’ve been working less…oh…well…more, considering that now I have a job!
Of course the job takes away time from my game development schedule, so now I need to perform better if I want to conclude this game, or at least if I want to obtain something playable, and possibly fun to play!
By the way I have some improvements, I’ll write things down when I have time (maybe in a couple of hours)…(maybe not)
First ever video
I know it is pretty bad…considering my English and the quality of the game so far…but I thought it was nice to show what I did so far for the Moosader competition.
Not Yet is still a prototype, but having a blue square moving smoothly around the screen is already pretty satisfying for me! I’m sure I can get something good out of this!
Please leave me a feedback so I can learn from my mistakes and know if I’m doing something good: http://youtu.be/gsbgatmZwdc
Day -4
I said I would have posted here consistently…but that’s hard when you don’t have internet….
Anyway, I worked a little bit on the game prototype/engine adding:
- the “death” wall now moves and you die if it reaches you
- the level is composed randomly putting together chunks parsed by txt files
- Parsing need to be improved
- There is a menu screen
- and also a “generating level” screen, since it is pretty slow (it needs to open too many files)
Day -9
I’m starting a sort of diary of my progress for my entry for the Moosader Compo #8…I’ll put more detailed information on the blog I created, but I’ll put (hopefully) daily updates here.
Daily means “whenever I can”…considering that I don’t have Internet at my place right now…
-9 to the start of the competition:
- Created “Death” entity, it will be a sort of wall chasing the hero
- Level generation improved: now it parse different chunks of level from a text file (different text files for the time being) and compose them in a single level.
- Nothing is procedural now, but in the future the chunks will be composed randomly