Game with Excalibur: Paratrooper!

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Thomer Gil

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May 9, 2020, 9:11:53 PM5/9/20
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In no small part thanks to the help on this forum.


Thanks.

Erik Onarheim

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May 10, 2020, 12:12:23 PM5/10/20
to Thomer Gil, excaliburjs
This is excellent! Thanks for sharing Thomer!

We'd be interested in any feedback you have on Excalibur

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Thomer Gil

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May 10, 2020, 12:27:36 PM5/10/20
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I have some feedback and questions. I'm not sure this is the right venue, though?

Some things come to mind immediately. All of these seem to lack documentation (or I didn't see it or didn't read it, of course).

- What is the unit of 'interval' in Timer? How does it relate to Engine.timescale?
- What is the difference between anchor on Animation and offset on Sprite? They seem to do something similar? Why the naming?
- Different things seem to happen when applying scale on a sprite or on an actor.
- Why do x and y coordinates of Labels seem to be relative to the top right, whereas most others are in the middle? Is that because a label has a tendency to change size?
- I asked this one earlier on this forum: how can I rotate the Collider along with rotating a sprite?

I can keep going, also with personal opinions... But it seems spam-y to do that here. Maybe conduct this conversation directly?


On Sunday, May 10, 2020 at 6:12:23 PM UTC+2, Erik Onarheim wrote:
This is excellent! Thanks for sharing Thomer!

We'd be interested in any feedback you have on Excalibur

On Sat, May 9, 2020, 20:11 Thomer Gil <thom...@gmail.com> wrote:
In no small part thanks to the help on this forum.


Thanks.

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DaVince

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May 12, 2020, 6:57:34 AM5/12/20
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Oh, man. This gives off such a strong nostalgic vibe. For me it's not so much because it's a 1980s game, but rather because of the very Klik & Play look it has. :)

I found the game to be very easy until I realized that shooting makes you lose a point. That makes it a little more engaging.

Thomer Gil

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May 12, 2020, 7:04:12 AM5/12/20
to DaVince, excaliburjs
Ah, just wait until you keep progressing. It gets very difficult. 🙂

Thomer

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DaVince

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May 12, 2020, 7:27:37 AM5/12/20
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Ah, I hadn't noticed the game has a progression to it. It starts a little slow but it definitely does pick up over time!

Is the aim to keep the game as faithful as possible to the original? If not, I'd suggest making the pace pick up more -- shorter levels and a higher variety of stuff would mainly help. Adding a little something between levels (like a brief display of a "nice job!" message and accuracy/score counters) would also be nice.

Also sounds! :) Freesound.org has a lot of Creative Commons licensed sound effects that can be used.

On Tuesday, May 12, 2020 at 1:04:12 PM UTC+2, Thomer Gil wrote:
Ah, just wait until you keep progressing. It gets very difficult. 🙂

Thomer
On Tue, May 12 2020 at 12:57 PM, DaVince <vincen...@gmail.com> wrote:
Oh, man. This gives off such a strong nostalgic vibe. For me it's not so much because it's a 1980s game, but rather because of the very Klik & Play look it has. :)

I found the game to be very easy until I realized that shooting makes you lose a point. That makes it a little more engaging.

On Sunday, May 10, 2020 at 3:11:53 AM UTC+2, Thomer Gil wrote:
In no small part thanks to the help on this forum.


Thanks.

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Thomer Gil

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May 15, 2020, 10:21:22 AM5/15/20
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DaVince, thank you for all the suggestions. I followed up on most of them. Different sounds, messages between levels, and I recreated the original Paratrooper introduction song using beepbox.co.

The original 1982 Paratrooper game author (Greg Kuperberg) also stopped by and played the game. :)

Kamran Ayub

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May 15, 2020, 4:27:16 PM5/15/20
to Thomer Gil, excaliburjs
Hah awesome, we like to use the app Bfxr to make custom beep boop sounds for game jams.


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DaVince

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May 16, 2020, 4:13:13 AM5/16/20
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Oh man, the sound effects are hilarious! I really had a good laugh. Also, good call making the stats appear permanently!

One thing I've noticed: the description mentions that if a soldier free falls on top of a soldier that's waiting on the ground, they both die. But I had a free-falling soldier land on another one twice and the ground soldier didn't seem to die.

Thomer Gil

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May 16, 2020, 8:26:53 AM5/16/20
to DaVince, excaliburjs
I'm glad you like it! And I agree: the aim of soldiers falling on soldiers is really fidgety. They need to be really really aligned for that to work. I blame 'precollision'.  :)

The first two lines of the code that detect paratroopers falling on paratroopers is:

        // free fall trooper falls and kills the trooper on the ground
        // note that this event is invoked by both paratroopers involved in
        // the collision.
        this.on('precollision', ev => {
            if (ev.other instanceof Paratrooper) {


Thomer


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