Log In  


Cart #ninjoe_dragon-4 | 2021-12-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
29

Made for TOY BOX JAM 2020

Story


It was a lengthy battle that left you wounded and weak. You cannot recall what the fighting was for but as you wandered the battlefield, exhaustion took hold and the darkness consumed you. (XX) , collapsing where you stood.

The fall was great, you did not see the opening before you fell and you did not have the strength to battle the fatigue. Perhaps you were lucky for in this state your body was able to absorb the impact.

Time passed and you wake in a strange cavern, this was the battlefield no longer. You notice a door behind you, trying it proves futile. You expected it wouldn't open. The door was oddly recessed into the wall, looking out of place for an exit. A wall ahead of you held a lock; it looked like it may open if only you had the tools. Your equipment stripped, no picks at hand, you search something of use.

You spot opening underneath you, or so you suspect, it seems as though it is something you may enter and with luck may provide a way out. If nothing else, it isn't here.

However you have arrived in this place, it was certainly by the devising of some creature.

You are Ninjoe,

You have arrived in the Dragon's Lair, this lair is not one of the Dragon's making but the making of another. The Dragon is trapped here by a curse, the hoard has been scattered as well as the cursed treasures within it.

Once the treasures are separated the curse strengthens its hold on the occupants of the lair... perhaps if they were brought back together... ?

Help Ninjoe escape the Dragon's Lair, if you can ... but will you also help the Dragon?

... Do you even want to?

Information:

  • Jump on enemies to defeat them
  • Pick up keys to open doors
  • If you die, you will reappear at the start of the level as long as you have at least 10 coins
  • Drop-in drop-out multiplayer for up to 8 players (It may not be a good idea to play with more than 3, but the option's there) Press X to join or leave the game.

itch.io: pixel shock

Changelog:


most recent change last

19 dec, 2020

  • joined jam
  • added platformer code
  • added objects
  • fixed tile layering to allow background tiles

20 dec, 2020

  • added coin collection
  • ai for some enemies (red, snek, bat)
  • stomping enemies, with that smb stomp from wisdom4.zip
  • skull is animated in code
  • sometime today, solved the challenge

21 dec, 2020

  • added level functions
  • removed y scrolling from the camera
  • fixed the positions of objects to be aligned to the grid
  • added a level
  • added in-game music
  • put a shared hp bar at the bottom, shows all player hp
  • added a background

22 dec, 2020

  • skull boss has an attack for second phase
  • added 4 more areas
  • bats are now basically invincible
  • they are now the most powerful beings this world has ever seen
  • skull boss is now grey

23 dec, 2020

  • added some new areas
  • added skull boss's ai
  • some story text before boss

24 dec, 2020

  • updated skull boss's ai
  • added collisions for its fire
  • some new story text after the battle
  • you can skip the boss, may or may not fix it
  • decided to fix it
  • fixed it
  • added an intro cutscene

25 dec, 2020

  • probably won't work on it today
  • ... nevermind i guess, added another level anyway
  • fixed the intro cutscene to be fake 3d
  • first level is now stored uncompressed in the first row (leaves space for another level below)
  • moved the levels around in the map area. added a small area just before the first boss
  • moved prime skull's music to kyle, and gave it [#8 boss] from picotunes 1 instead
  • began making kyle's ai (modified prime skull)
  • so much for not working on it today

26 dec, 2020

  • added story and a bunch of empty-looking areas for kyle's story events
  • goodbye, test level. you were great for, well.. testing
  • fixed a few missing reds
  • changed prime skull's music because i didn't like the one i changed it to
  • added wavy print function
  • added a restart level button
  • restarting can duplicate keys and coins. need to fix that
  • fixed it
  • made it constantly rain fire slowly in kyle's boss fight
  • ❎ can jump now

27 dec, 2020

  • added another level
  • added another level again
  • now there's only space for 1 big area or 2 small areas
  • the total will be 18-19 areas
  • made kyle's fire rain appear around the player instead

tokens: 7656/8192
cmprsd: 73%

28 dec, 2020

  • fixed restarting a level messing up the story position and summoning bosses early
  • replaced the arrow with numerals because there was a sprite for an i (area 7)
  • added the last level before kyle's boss arena area
  • there should be 90 total coins (collecting all of them gives you 9 more tries)
  • set music for the newer areas
  • freed up some tiles
  • re-arranged a bunch of tiles
  • added big tiles

tokens: 7936/8192
cmprsd: 78%

29 dec, 2020

  • added multiplayer (since it already existed in my platforming engine)
  • fixed player palettes (was passing an empty string to split instead of a comma)
  • fixed dark palette to account for colour 15 being blue now
  • p2 is blue now (daba dee daba dai)
  • fixed the camera position after a player dies in co-op
  • added a smooth camera to smooth towards the next position instead of instantly changing after a player dies
  • smooth camera now only applies when 2+ players are alive
  • oh no token limit
  • removed unused tile detection for coins (they are objects)

tokens: 8174/8192
cmprsd: 82%

30 dec, 2020

  • added the ability to drop players in co-op
  • fixed the background fillp scrolling while moving even when the camera isn't
  • made the randomised tiles use a seed: srand(level_index)
  • replaced the semi-solid under the door in the vertical bat room with solid ground
  • reset velocity of players that get added after dropping out
  • put more bats in the bat rooms

tokens: i'm here to write code and use tokens, but i'm all outta tokens
cmprsd: 83%

31 dec, 2020

  • fixed: p2 only high bounces when p1 is also holding jump
  • found lots of tokens
  • replaced the invisible walls around the boss areas with visible walls
  • made the title logo on the win screen also wavy
  • players now drop their keys when dropping out or fainting
  • stopped last alive player from being able to drop out

tokens: 8143/8192
cmprsd: 85%

1 jan, 2020

  • yay, release day!

2 jan, 2020

  • fixed a bug where defeating the dragon while it's on a platform or wall will leave you stuck in the boss arena

version 1.2

  • major changes to level design and boss difficulty for balance
  • multiple endings

version 1.2.1

  • adjusted coin-life rules: coins won't count for a life until the next level to prevent duplicating them in levels with more than 10 coins
  • sleeping dragon no longer deals damage in the vault rooms

version 1.2.2 (post-jam)

  • hopefully fixed a crash upon restarting a level

...


why did i make this?
Cart #not_marshmallow-0 | 2021-01-01 | Code ▽ | Embed ▽ | No License
29


29


1

Fantastic game! Really like the depth effect. Definitely can tell the difference between Toby's awesome art and my lil' poopy art. :D

Want more and more levels! Ya just taught me all the cool mechanics.... Load new cart, next "zone"...?

Haha that

Infinity version
is nuts. :D


1

@thattomhall

Thanks
I might make a sequel or something next TOY BOX JAM (if there's another).

That

Infinity version is just a sprite swap of one of my other games


1

Nice! YES THERE WILL BEEEEEEE


I love the 3D effect on the terrain in this. Incorporating a story into things was cool as well. I liked the idea of having coins also function as your lives. The bosses are pretty dangerous, I only scraped through against the skull guy and the dragon wiped me out, I'll want to try it again though to see if I can beat it. I like how the snakes work, took me a couple of attempts to realise how they block off areas. Cool game!


Looks great! The only thing I would change is having to start completely over if you lose all your coins ... otherwise fantastic game!



trying to restart the level crashes the game


I couldn't reproduce the crash, but I did find a missing bit of code that may lead to the crash, so I fixed that.



[Please log in to post a comment]