Turn N' Fall - Codea Cook-Off Competition Entry [UPDATE #17]

Update 13: I added explosions for the rocks and ledges. Pretty simple, but they look not too bad I think

Ledge:

Rock:

Latest code: http://twolivesleft.com/Codea/CC/alpha/index.php?v=1222

@stevon8ter nice finding! Now i have been able to play it! Nice game, but it lacks a bit of fluidity on ipad1. I assume it is perfectly flid on ipad2+ ?

I’m glad you could finally try it! As for fluidity, I have an iPad 2 and it works well enough (pretty much perfectly smooth except as explosion occurs)

@JakAttak very nice. 915 is my highest score so far with no shop purchases made.

Suggestions for improvements -

a bonus to make the arm swing faster
A message saying double tap to go to the main menu on the game over screen

Also, don’t know how easy it would be but adding inertia to the arm would be really cool so there is a slowing down effect when you release a press rather than a sharp stop (though this might just be personal preference)

On the whole, excellent work!

Update 16: I added a little gameover sequence where everything explodes.

Code: http://twolivesleft.com/Codea/CC/alpha/index.php?v=1235

Upgrade 15: i added an indicator telling you where rocks will hit you (indicators position is rocks x position, your players y position) Haven’t decided yet whether this is helpful or not, wondering what you guys think. Should it stay or should it go?

Screenshot:

Latest code: http://twolivesleft.com/Codea/CC/alpha/index.php?v=1228

As you usual, grab it, play it, tell me about it. Thanks!

Now I’m realizing I’m going to have to basically completely redo the tutorial slides… Not sure why I thought making them before finishing the game was a good idea. Thinking I do them last, right before submitting, that way they match up with latest and greatest in game.

@West, Thanks. My highscore is 13784, because I had to ‘test’ the powerups and get my score multiplier to 25 ;))

On the inertia point, personally I think a sharp stop is better because I find it makes it easier to avoid things.

EDIT: I eat my words, because…

Update 13: I just implemented a slowing down effect and I think it is pretty nice. I made it pretty short, but if you want more you can look in the Man class and change the self.slowTime (I marked it with a comment)

Here it is: http://twolivesleft.com/Codea/CC/alpha/index.php?v=1225

Your menu system and the way your code is organized is amazing! Beautiful code.

@MrScience101, thank you. I’m actual very pleased with the way I did the upgrade shop code because it is super easy to add new upgrades… Speaking of which…

Update 14: New upgrade for characters speed!

Latest code: http://twolivesleft.com/Codea/CC/alpha/index.php?v=1226

3 hours left… I’m out of time for any new features I think. Going to update the tutorial and submit.

Update 17: Updating the tutorials was easier than I thought (I left them plain white, none of the fancy new graphics from in-game, simply to look cleaner and less distracting).

It’s three in the morning, I’ve been up all night, no more for me. Happy New Years to you all.

Here is the version I’m submitting: http://twolivesleft.com/Codea/CC/alpha/index.php?v=1246

(To get the new tutorial images, if you’ve had a previous version, you must go into Documents and delete TFTut1-TFTut10 - Sorry for the inconvenience)

Amazing. How did you manage to make the overlay buttons, the ones that record, take screenshots and return to code disappear? Likewise, how do you get back to the code once the game is running?

  1. displayMode(FULLSCREEN_NO_BUTTONS) hides the overlay buttons.

  2. When they are hidden, a three-finger triple-tap will make them re-appear, allowing you to get back to the code

That is amazing. Thank you. I am working on a spaceship space game and the left right controls are right where the overlay buttons are. This will remove that problem.

No problem. I’m excited to see this spaceship game!