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RGEN

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JohnCorbyCreated:
Download:73ANN3KP
Version:1.0Size:Nope

I might actually update this or improve it somehow. I don't know exactly how, but it's a possibility (especially because it seems to be more popular than I thought it would be.

Jesus people are still interested in this game? I haven't touched this in ages and have made better things than this. True oof A platformer that has randomly generated maps. Make it to the end to win and move on to another level. There are different styles, with an annoying daylight cycle in some of them. Sometimes, the maps aren't always possible, so you might have to quit back to the title screen and play again to generate another map. There's a death counter, and time elapsed counter, and a progress bar. There's also a multiplayer option. I'm not completely sure if it works, but I'm pretty sure it does, and it hopefully can have up to 4 players. My first game made with on SmileBasic (I used to make games with PTC)

(Screenshots [not XD] coming soon.)

Instructions:

A to jump. Hold longer to jump higher. Circle pad to move around. X to pause the game. (or L. My 3DS ran out of power, so I can't check if its X or L) Fall to the bottom of the screen, and you die. (kind of obvious) When the screen stop scrolling when you move right, move past the right of the screen to clear the level.

Please leave bugs if you find any, as well as feedback.


Nice!

To make sure maps are always possible, you could look for 1 or 2 paths to the end to keep open before the randomness appears.

This is a fantastic game! It's actually one of my favorite so far on SmileBASIC, mainly because its a very nicely made game engine, is skips all the story and dialog crap, making it easy to pick up and play. I also really like it because basically every concept of the game has been generated randomly, the theme, background, level design... So it's always new. I beat it a few times. It starts out pretty difficult, but once you can grasp the physics, and are able to decide if you can make a jump without falling to your doom, the game gets significantly easier. A trick that I noticed was, if you can make it to the top of the world, to where only an arrow is visible showing where you are, then jumping platform to platform becomes much easier. You should totally develop a 3D platformer, I'm sure you could make a fantastic competitor with mine, considering you already have knowledge of how to make a platforming game that never really gets old and has a wide range of difficulties.

Uh, so are those screenshots coming in anytime soon? More people will check out a program if they have screenshots.

Replying to:Simeon
This is a fantastic game! It's actually one of my favorite so far on SmileBASIC, mainly because its a very nicely made game engine, is skips all the story and dialog crap, making it easy to pick up and play. I also really like it because basically every concept of the game has been generated randomly, the theme, background, level design... So it's always new. I beat it a few times. It starts out pretty difficult, but once you can grasp the physics, and are able to decide if you can make a jump without falling to your doom, the game gets significantly easier. A trick that I noticed was, if you can make it to the top of the world, to where only an arrow is visible showing where you are, then jumping platform to platform becomes much easier. You should totally develop a 3D platformer, I'm sure you could make a fantastic competitor with mine, considering you already have knowledge of how to make a platforming game that never really gets old and has a wide range of difficulties.
About the 3d thing: probably not because z order is hecc for side/top triangles eks dee EDIT: actually i made a 3d engine but its bad and slow as hecc (however it doesnt have triangles disappear when you come near them like in 3dengine or whatever the popular 3d engine program was called so uh um ok)

Replying to:MasterR3C0RD
To make sure maps are always possible, you could look for 1 or 2 paths to the end to keep open before the randomness appears.
that sounds extremely difficult (at least to me) wouldn't that require an AI that would test the map each time it's built or something? basically what I'm saying is how would you do that?