My PixelTownRPG -I finaly have something to share!

Apologies if it appears rushed or unfinished in places. I wanted to get this uploaded before I go on holiday.

There should be 4 scenes in total. Try talking to the NPC’s. Feedback welcome.

Music is original.
Sounds come from unity casual gaming sounds free package.
Additional artwork is creative commons licence or original, as far as I know.

Controls

WASD / arrow keys to move
Space to dash
Mouse to aim
Mouse button 1 to shoot

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@Stephen_Hubbard

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Oh
My
God

Yo, this is sick! Seriously, you’ve added a ton of cool stuff to it! The lava, the refraction of the water, THE DASH effect! Wow wow wow. Even all the new sprites like the cave and the snow biomes look so good!

Can you break through or unlock the giant logs blocking paths yet or is that not implemented yet?

Seriously, great job!

2 Likes

The area behind the logs are not implemented yet. :wink:

Lmk when they are! <3

One thing I did that was more of a behind the scenes sort of thing was I turned the mountain tile into a game object with a tiling sprite and an auto tiling collider. The reason I did this is because I felt like the collision wasn’t working properly with the projectile weapons. I will elaborate.

The players collision capsule is at the players feet, meaning that his body and weapons can clip inside of other non-trigger colliders such as the mountain tiles. I spent some time trying to fix this in various ways. I ended up making separate collision for enemies and for environment. Environment collision is cast from the player’s feet, where is the enemy collision stays true to where the projectiles are on screen space.

This still wasn’t the perfect solution because shooting downwards at a mountain tile would look like it’s stopping short. Changing the custom physics outline for the mountain tiles had some side effects with the sorting order when the player gets too close to them. Changing the foreground sorting out to individual tiles rather than “chunk” and tinkering around with the sprite pivots and the tile anchors and adding extra tile maps on different sorting layers almost fixed the problem, but not quite and frankly it felt like such an unnecessarily complex work-around.

So for now, I use mountains as game objects where the player can approach from above, and that seems to work great.

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I’ve had issues with stuff like that in the past and my solutions always seem overly complicated and I’ve yet to find what feels like should be a super simple solution. I’ve handled it previously with some additional raycast logic and layer detection but it was a bit out of scope for the course curriculum at the time :smiley:

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Thank you. I really appreciate your feedback. Thanks also for making fun courses. I’ve already started dipping in to your new game-feel course. Fun stuff!

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Ok I honestly enjoyed playing this game… good job!

2 Likes

One bug I found is that in the cave near the miner you can move outside the area where the camera will follow you. I suppose you’re not supposed to go there, but there’s some gap where you can pass…

Also, with one of the grape monsters on the ice, if he drops a heart, the heart is too heavy to reach the player, unfortunately…

Otherwise, this is really great!

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Thanks! I will get that fixed when I get the chance.

I love the additional effects on the Staff

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@Stephen_Hubbard
I think it’s no longer possible to edit this post, so heres an update in the form of a reply.

You can now play the game in your browser on Itch:

@heckert Thankyou for your feedback. I’ve taken it on board and made some adjustments.

You can read about the changes here:

1 Like

This is so great! The dash effect, the reflection on the water, the lava, the ice world. Love it!

I got 2 out of the 3 secrets! Where is the 3rd? I got the lava one and the one on the left with all the trees! I’m assuming the third is in the ice world or the wetlands but I couldn’t find it!

Well done for finding 2 secretes. The 3rd secrete is in the Ice Land.

Tried your game an it is awesome!! Really very good, found a bug, when shooting arrows at the bigger Slime they stuck in the air…so ot would be I think really quick fix to get smaller collider :slight_smile:
obrazek

Thanks for bringing that to my attention! The reason this was happening was due to how the arrows were determining where exactly to get stuck.

In an older version, I let the arrows travel for a couple of extra frames before sticking them, but this would sometimes result in floating arrows.

In the version that you played, the arrows would use the collider2d information from OnTriggerEnter with the ClosestPoint method to determine exactly where it should end up to look like it had passed halfway through the enemy, then parenting the arrow to the enemy and altering the arrow’s local position. This seemed to work exceptionally well, but I did not test it on the giant slimes.

The issue with the giant slimes is that they were scaled up 2 (from their root object). I know now that this is not a great practice. It meant that the local position of any child objects (such as arrows) would be double in absolute terms. Further to that, I was using inconsistent logic, using world position to calculate the initial offset, but then setting the local position.

Anyway, I left the giant slimes as they were (since I considered them not to be the broken ones), but changed by code to just use the world position to calculate the local unscaled offset, and then set the world position directly rather than the local position.

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