platformer

Danni's picture

Grumper

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Move with the Arrow Keys. Jump using Shift. Hold Jump to vary your jump height.

More info:

Grumper is a Jumper clone I decided to make after playing the newly fixed Linux version of Super Meat Boy for a while and then reminiscing about the classic Jumper games by YoMamasMama, and then wanting to design a Jumper-esque game of my own. I also made it because a while back, Sergio suggested I try experimenting with game difficulty by deliberately making the game easier or harder to play.

The game itself is quite like Jumper, although it uses Super Meat Boy-style deceleration (insta-brake while on land).
Unlike Jumper or Super Meat Boy, however, you can't double-jump or wall-jump.

- You want to get to the rapidly spinning portal on the other end of the level.
- Leaving the screen from ANY side will kill you, as will colliding with a spike ball. When you die, you reconstitute at the beginning of the level and any moving gimmicks will reset.
- The up-arrow blocks bounce you high (sixteen blocks high I believe). Normally you can only jump four blocks high. When you hit these blocks from the sides or from below, they act like a normal wall (that is, they don't bounce you).
- Red, green, blue blocks are toggle walls, which can be turned on or off by tapping the same color power switch.
- Moving platforms travel horizontally in one direction until they hit an obstruction, causing them to reverse.

The game is broken up into three difficulties: Easy, Normal, and Hard.

- Normal is the original set of 15 levels I created. The set starts off pretty basic with the first few levels, but gets pretty challenging near the end. Perhaps the difficulty curve is rather steep, but with only a small set of levels there isn't much I can do about that. Intended for most players (hopefully).

- Easy takes the Normal levels and makes most of the jumps shorter/easier, adds guard rails in some places (to prevent you from flying off the screen too easily), increases the coverage area of spring blocks, etc.

- Hard takes the Normal levels and increases the coverage area of spikes, shrinks a lot of platforms, and sometimes even forces you to complete a level in a roundabout way. Expect some rather tricky jumps. For veteran players only.

STATISTICS:

As you complete each level, the game saves statistics into a file on your hard drive. After you finish playing, look for a file in the game's folder titled "stats-16986802.txt" or something similar (the game will tell you exactly what the file is called). You can then select View Results from the main menu, choose this file from the selection dialog, and be able to view all the places you died, and how many times you died on each level. It would be pretty cool if you could upload the statistics file here as a comment attachment. That way I could see where people are dying the most, and just how difficult my levels are. Granted, the statistics are rather basic. They only include death locations, which aren't incredibly meaningful as far as determining where players are having trouble, especially in the more open areas. I tried addressing this a bit by adding in some spikes where you would normally just fall to a lower level on a failed jump. Still, I'm curious about this (and I don't feel like improving on the system - I'm kinda fed up with MMF2 right now as it is).

Note: Even if you don't finish the game (you give up on a certain level and close the game), it will still spit out a statistics file, and you're welcome to submit that as well. It just won't include statistics for any unfinished levels.

Other remarks:

This really is Game Maker territory. Game Maker excels at tile-based multi-level games where the same elements are reused throughout each stage. MMF2 does not. In fact, MMF2 has really poor support for global objects. This forced me to stuff all 15 levels into a single frame rather than have them on separate frames in order for me to retain my sanity (otherwise I'd have to retroactively apply changes to EVERY SINGLE LEVEL ONE BY ONE every time I wanted to change something). And then I tried squeezing 45 levels into the same frame but MMF2 really choked on that. I was forced to use a separate frame for each difficulty, thus any changes I might make in the future (if I can even be bothered) are not going to be global across difficulties unless I manually apply the changes to all difficulties. Also MMF2 is slow. Really slow. I think if I were to make a similar game again, I would stay far away from MMF2 and use something like Game Maker 5.3 or hell, even C++/Python/some other established programming language with Allegro/SFML instead. Klik just isn't cut out for this.

The music comes from an old module song, "galactic" by dark halo.

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thesycophant's picture

Super Dig Site Madness

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Get to the goal flag at the end of each level!

Arrows: Move
X: Jump
Z/Y: Dig

Jump up to destroy blocks!

4 levels of puzzle platforming! Could use more!

Author: 
John D. Moore
Made For: 
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Smedis2's picture

GLORIOUS REDEMPTION

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This probably is gonna take hours to upload

FULL VERSION ENJOY BLARGH

Author: 
Smedis2
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Bread.'s picture

17 Years

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First game in KnP and I wanted to talk about how wonderful I think using a game development tool that's older than me is.

Probably incomprehensible and pointless to anyone who isn't me.

Enjoy!

Made For: 
testing
Smedis2's picture

MegaMan 11

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IN THE YEAR 20XX,DR WILY DIDN'T DO ANYTHING. INSTEAD SOME RANDOM FIRE GUY CAME AND NEEDS TO BE STOPPED FOR SOME REASON.

(BONUS:Stay at the ending screen for 12 seconds for something.)

Author: 
Smedis2
Made For: 
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Smedis2's picture

TOASTYLAND-Land of toast. (WITH "SDK!")

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A simple game made for a friend.

COMES WITH "SDK" (The mfa file) to make your own levels! YAY!

Press z to attack.

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thesycophant's picture

Bulb Boy Infinity

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With literally 4 minutes left of GDC Play, here it is, my 25th and (I think) last submission to the Pirate Kart.

This is a sequel to my previous game, The Adventures of Bulb Boy, and this game might make more immediate sense if you've played that one. Instead of clearing levels, in this one, you're killing as many enemies as you can before you die yourself.

ARROWS: Move
X: Jump
Z: Raise wand to attract electricy
C: Switch on and off coils

Author: 
John D. Moore
Made For: 
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thesycophant's picture

Tales of Whales

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Out on the ocean, atop the whales, you must collect as many stars as you can.

Press 'X' to jump. Arrow keys to move.

Author: 
John D. Moore
Made For: 
An event
thesycophant's picture

Witch Sisters in Lava Dungeon Rescue

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ANETTA (player 1) is coming to break MURIEL (player 2) free from the lava dungeon. Anetta has the ability to shoot things, which allows her to defeat enemies and destroy certain blocks. Muriel can create blocks and can jump higher.

Find a friend and play together! This game is really confusing (to me) when played by one person.

CONTROLS:
Player 1:
Walk: A, D
Jump: W
Magic: Space/S

Player 2:
Walk: Left, Right
Jump: Up
Magic: Control/Numpad0

(I want to make a good version of a game like this someday)

Author: 
John D. Moore
Made For: 
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thesycophant's picture

101-in-1 Amaze-o-Kart!

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That's right! 101 UNIQUELY titled and designed games for your playing pleasure! Starring five characters (including the return of Bulb Boy from The Adventures of Bulb Boy and Anetta from Ghost Witch), the possibilities are endless (or 101)!

Press X to jump. Press Z to hit switches. Arrow keys move and scroll down the MASSIVE GAME MENU. ENTER to select a game.

Enjoy! Can you beat them all?!*

*Note: there's no reward for beating them all. Honest.

Author: 
John D. Moore
Made For: 
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