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Cart #bosenuduzi-0 | 2024-11-06 | Code ▽ | Embed ▽ | No License
5


A platformer made by me, for my school's multimedia assessment!

Took about a term and a half to learn how to code, code, and fix everything up.

guys we even got a speedrun.com page https://www.speedrun.com/Haste

Huge thanks to RealShadowCaster, Soupster, Zellente, shiftalow, kimiyoribaka, and everyone else who helped me with this, I owe you big time

And of course, creds to Maddy Thorson and Noel Berry for the Celeste music and the inspiration

5


Fun little speedy game! Nicely done.
I did a couple extra runs and got 60 seconds for all gems (1 death on the final level, though it does maybe make it faster than not dying and carefully climbing back up so its kinda a good thing).


Congratulations, very nice final result.

A few remarks :

  • controls :
    Overall very good. Minor nitpick : depending on your speed and position when colliding with a vertical wall, you can visually end up one pixel inside the wall, against the wall, or one pixel before the wall. It doesn't affect the game play, and you're usually on the move anyway, but it would be detracting for a slower paced game; in witch case, you'd have to implement the walls to push the player back outside instead of just totally stopping the payer if trying to enter a block.

  • The map :
    simple and effective. Special mention for the custom camera in level 3 that makes a downwards fall level possible despite the small square screen.
    Small oversight : you can jump left over level 1 from level 3.

Pretty daring to mix sprites and map data on the same lines at the bottom.

  • Item collisions
    door and ending require right key to be pressed to work for some reason.

  • quality of life

There's plenty of extra stats that might interest speed-runners

You can add commands to the pause menu with menuitem
things like training mode where you are playing a single level over and over
toggling stats : timer, level timer, level PB and delta compared to best...
in the final screen :
high scores, two per number of gems.(death then time and time then death)
You can save high scores with cartdata+dset and retreive them with dget.
It's also fun to race against ghost replays, though there isn't enough room in cartdata to save a replay, so you'd need a replay option in the pause menu or an exit to menu option in the final screen.

Food for thought, mostly. Congrats again on staying focused on reachable goals and achieving them.


thanks so much realshadowcaster. i reckon ill go back and add most of those in the school holidays, but as for the door... i honestly don't know why that's happening. i might experiment a bit.


Nice smooth play. Good variety in the level graphics, and I'm impressed you found room in graphics memory for 6 different 2×2 tile gems.

It motivated me to keep trying until I got my 100% time under 50 seconds:

And I'm impressed by the top speedruns.



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