kobuge-games / herbi Goto Github PK
View Code? Open in Web Editor NEWA retro platformer which you have to collect all diamonds
Home Page: http://kobuge-games.github.io/Herbi/
License: MIT License
A retro platformer which you have to collect all diamonds
Home Page: http://kobuge-games.github.io/Herbi/
License: MIT License
Red Monkey gets confused on which direction to walk when it cant reach you due to not having a walkable ground.
Check level 5 for reproducing, don't kill the red monkey, just jump and get near of it.
I think it would be a good idea to add a score system with at the end of the game the scores addition.
watermelon : 50
Apple : 100
Enemy kill : 200
Life point : 500
If we add a game over
Diamonds : 100
You know you want it.
Not much of a priority for now but this would permit to store high scores and other stuff that might come later.
I was thinking of including @bojidar-bg 's one made for top-down-inertia ( here )
We've been talking on IRC about replacing Tiled and its converters by tilemap and some converters.
The advantages would be that all the tools would be local and then it would be easier to tweak stuff.
As a converter tool, we could have tiles being interpreted by a script to be deleted and replaced by the node they refer to (example : spikes, enemies, player,...)
The idea would be to have less Node2Ds per-level, but also to ease the editing of levels without having to use a ton of more tools (take a look at levels/ to see the mess)
BUT. Since my last changes, nearly all the nodes now are banks of sprites so can't be used as tiles as they have several possible sprites. This puts a lot of nodes to be added to the converter script and makes the presence of the tiles sorted from the tilemap really minimal.
So what we have is :
๐ => Less third-party tools to work with and to keep on the repo
๐ => Faster and easier to edit levels
โ => Is it worth making it on performance-side ?
๐ => Some time of work and want to be taken to make it and to assure it works. Not so hard but needs someone to do it.
My most important question would then be : should we remove the sprite banks of : stones, dirt_mid,
grassstone_mid and others ? ( tiles ).
If we choose to remove them, I'd be totally for the new system.
Else,...?
I thought that it could be cool if we had several between scenes played randomly, or some between scenes accorded to the universe ( e.g : cave world, cave between scene, aerial world, aerial between scene,...)
I'm not really fond of the MIT license, it's too "permissive" to me. Do you think it would be a good idea to switch to another one ? (GPLv3 masterrace)
The platforms sometimes squish the player and/or the ennemies.
When this happends, they get into a node or get ejected from the platform.
3 ideas :
Any ideas or advices ?
In level_6 the lower enemy (a monkey) cannot be killed, I think it's because of some spikes but I thought I had removed them
Error :
SCRIPT ERROR: _on_Area2D_body_enter: Invalid get index 'velocity' (on base: 'StaticBody2D (spikes.gd)').
At: res://scripts/enemy_2.gd:80.
SCRIPT ERROR: _on_Area2D_body_enter: Invalid get index 'velocity' (on base: 'StaticBody2D (spikes.gd)').
At: res://scripts/enemy_2.gd:80.
This is an idea about splitting the game into two game modes.
You have ability to choose the worlds/levels you have access to, and when you finish a level you unlock the next one.
If we go on ability to choose worlds in menu maybe make a life system, with 2/3 lifes, and maybe a way to gain a new life (100 watermelon ?).
If not, just keep the actual system.
Some kind of arcade mode , where you would do the same levels or some a little bit modified version of the levels, with one life or the several lifes system (depends on if we implement it). The goal would be to go the farther without dying (typical android-game mode).
A good idea would be to add a timer for people who have finished the levels, to add the "speedrun" goal to the game. It would need time additions for the end of the game.
Sometimes enemies get killed while jumping not falling.
Its a bit harder to reproduce but happens sometimes.
It seems last commit c4a2adc breaks the game :(
When opening any level with tiled from linux, I get this error:
Invalid (nonconsecutive) tile ID: 5
Line 28, column 15
Also, to create new levels, I should copy the blank level and name it level_, non level_0, isn't it?
Sounds are played on positionnal as if they were on the vertical left axis of the level. This makes sounds being played lower and lower and with less and less high frequencies when you go to the right vertical axis of the level (this is more obvious in big levels).
EDIT : this is not on a vertical axis but the sound source is in the top left corner
Everything in the title. This is probably because sounds are encoded in mono and not in stereo. Should e reencode them in stereo then ?
I think it would be cool to have a two players (co-op) support. The problem is I really don't understand how to use them, I tried a bit and failed very quickly ๐ . Could someone do a 2 players workaround with viewports that could be enhanced with time and adjusted ?
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