BouncySlime-XMatSigma

A repository for our 2D platformer game! Made by sophomore students from CITM.

View project on GitHub

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?

DOWNLOAD

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

License

GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007