What is it?
Bouncy Slime is a 2D platformer game developed by 2 students from CITM pursuing a degree in Videogames Design and Development. You’ll have to prove yourself parkouring through the world and get your reward treasure. Being a slime provides you with this awesome advantage: WALL JUMPING!
Who we are?
David Carrasquet | Main design and code | |
Àlex Melenchón | Main code and design |
Check our github project website
What are you waiting for to play the game?
Instructions
Download the latest release and open the .exe in the game folder.
Game Controls
- A: Move left
- S: Move right
- D: Move down
- Space: Jump, and wall jumping +WASD
- L: Throw shuriken + WASD
- NumPad +: Volume up
- NumPad -: Volume Down
Debug Keys
- F1: Load the tutorial map
- F2: Load the first map
- F3: Load the second map
- F4: Load the third map
- F5: Save game
- F6: Load game
- F7: User Interface Debug Mode (this is the only command that can be activated in the Main Menu)
- F8: Returns to the main menu
- F9: Draw colliders in screen, and enemy paths
- F10: God mode
- F11: Enable/disable framecap
- F12: Change title info display (Frame or Map Data)
Console comands
- º/ª: Open the In-Game Console (only while in the mid of a level)
- Left Arrow: Positions cursor one letter to the left
- Right Arrow: Positions cursor one letter to the right
- Backspace: Deletes one letter in the left of the cursor position
- Supr: Deletes one letter in the right of the cursor position
- Enter: Enters a command into the console Enter the command ‘list’ in the console to see a list of all avaliable commands
Quick description of the system
This 2D platformer is a game made with SDL with the integration of pugui::xml for loading/saving. Entities and UI work with the structure of an entity system.
Innovations
innovations are features that weren’t needed as a requirement for our assigments
- Volume control in-game
- Forward-propagation collision system, colliders are loaded from an object layer of the tmx
- Camera culling with parallax
- Animations load from XML document
- Music loads from tmx
- Enemies have a default patrol movement, if they are not chasing the player, they do a patrol
- Enemies make pathfinding to their patrol when they stop chasing the player
- Player has a cooldown ability, a shuriken throw. When thrown, tha player can’t throw another one until it comes back to him with pathfinding.
- Land enemies have “intelligent” jump method, they will chase the player and jump whe they are able to make a succesful jump.
- Game can be paused with “p”.
- Enemies and their patrol load from tmx.
Credits
Art
Level tileset by: Anokolisa
Player and UI by: Bayat Games
Enemies by: Pixel Frog
Shuriken by: SorceressGameLab
Music
Loop musics by: Pascal Belisle
Kahoot music by: Alf Inge Wang
Sound effects by: Nintendo, ripped by Sound-Resource
Enemy death fx by: thecheeseman
Shuriken fx by: marchon11 and DWOBoyle
Coin fx: ProjectsU012
Click fx: kwahmah_02
Win fx: LittleRobotSoundFactory