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Projects / Re: Samantha's Game
« on: 2005-12-06, 09:17:43 PM »
I like it a lot as well.
I agree with almost everything durnurd wrote. Although no sound I don't mind since I have no room to talk as I haven't entered the world of putting sound in my games either. But i plan on composing some midis soon, and recording some sound effects. ( I like to try to use my own work when possible)
Also, reading durnurd's post about spacebar beforehand helped me past that small frustration quickly.
I enjoyed it a lot, and I was even on the phone through many of the levels, (easy to play one handed:)) I thought I was going to get though it all without diieing, but I died in the late teens somewhere, then edited the project to restart at that level, and played through to the last level. I had to restart the last level a few times because I got stuck, then a few times because some of the crates would fall through platforms instead of riding on them, but I finnally figured it out and got to the end.
All in all, I would say its a great project, a few minor tweaks here and there and it could be one of the most simple yet complete and entertaining projects on the list.
I'd be interested in any other projects you would care to share.
A little side note on design with SGDK in general. I think you could avoid a lot of the busy work with sprites, collisions, and special functions if you did one of several things. You could have made all the levels on 1 or 2 maps (one for scrolling and one for non-scrolling) and reused all the sprite templates, collision definitions, and special functions. OR, You could also have made 1 fully functioning map with all necessary templates, collisions, and special functions and then copied and renamed the .map file 25 times and added them all to the projected by editing the .gdp file. (this is very easy to do) Then edited the content of the maps as normal.
I agree with almost everything durnurd wrote. Although no sound I don't mind since I have no room to talk as I haven't entered the world of putting sound in my games either. But i plan on composing some midis soon, and recording some sound effects. ( I like to try to use my own work when possible)
Also, reading durnurd's post about spacebar beforehand helped me past that small frustration quickly.
I enjoyed it a lot, and I was even on the phone through many of the levels, (easy to play one handed:)) I thought I was going to get though it all without diieing, but I died in the late teens somewhere, then edited the project to restart at that level, and played through to the last level. I had to restart the last level a few times because I got stuck, then a few times because some of the crates would fall through platforms instead of riding on them, but I finnally figured it out and got to the end.
All in all, I would say its a great project, a few minor tweaks here and there and it could be one of the most simple yet complete and entertaining projects on the list.
I'd be interested in any other projects you would care to share.
A little side note on design with SGDK in general. I think you could avoid a lot of the busy work with sprites, collisions, and special functions if you did one of several things. You could have made all the levels on 1 or 2 maps (one for scrolling and one for non-scrolling) and reused all the sprite templates, collision definitions, and special functions. OR, You could also have made 1 fully functioning map with all necessary templates, collisions, and special functions and then copied and renamed the .map file 25 times and added them all to the projected by editing the .gdp file. (this is very easy to do) Then edited the content of the maps as normal.