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The Wall Jumping Game (no name yet)

THE WALL JUMPING GAME
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STORY
You are on vacation with your family in a land renown for it's mystic caverns and majestic alps.
Taking a lovely stroll, the island is hit by a unusually strong earthquake. The ground beneath your feet falls, and so do you, into the worlds largest, and deepest series of caverns.

Luckily you fall into the worlds softest puddle of water and survive. But you're not the only thing shifted by the earthquake... Magma breaks through the rock next to you and you must escape a toasty death.

And so, you climb you're way up, collecting your lost things and overtaking challenging platform puzzles, in order to reunite with your family.

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MECHANICS/FEATURES
In order to climb up the cave, you must make use of the wall jumping ability. Jumping back and forth between walls, or being lazy and just jumping up one side.

Several obstacles threaten or help you as you climb up, some of which will include:
Spikes
Magma
Water
Falling Rocks
Water
Animals/Insects
Bats carrying rocks
Darkness
and more

As you climb you pick up the items from your back pack you've lost (more often food and money)
But occasionally you pick up a useful tool, which might be a flashlight, a rope, bug attractant, or a slingshot (or other stuff)

After you complete a level you have to move to another cavern (or map), which you discover to be surprisingly different from the last.. repeat(and the one before that)


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SCREENSHOTS
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DEMO: http://bb.xieke.com/files/WallJumpingGame.exe
The demo includes two levels to try out, which include the obstacles water and spikes.


Thanks for checking this out,
action
 
Part way through the demo it abandons wall climbing and goes for platform jumping, I think you should keep it to wall climbing.

Anyway, this seems like another meat boy styled game but with less chaotic physics.
 

Jason

Awesome Bro

So this was extremely cool, it really reminds me of the Jumper games (Also made with Game Maker, you should check them out, I've only played the first two, but damn they're amazing) which I really loved

The pixels were nice and it all moved really smoothly, can't really say I have any faults with it to be honest...

I'll definitely be following this, since it has a lot of potential in my opinion.
 
also GOING WHERE THE ARROW SAYS TO GO GIVES ME AN INSTANT DEATH that's really stupid. seems pretty much impossible to get past the very first screen
 
@juan: Whatever graphics there are in the game I made, yes. Thank you :)

@Xilef: You're right about that... I'll change the levels to have more wall jumping puzzles, but I want to keep a taste of platforming in there so it's not so boring with controls (back and forth back and forth between walls)

@jbrist: Thanks, I'll check them out.
I'm glad everything's working on other's PCs too

@lucht pecht: Going off the view kills you, and because you jumped over the arrow and out of the view you died. You have to touch the arrow (something I'll fix, thanks I forgot about it)
 
action":832t1828 said:
@Xilef: You're right about that... I'll change the levels to have more wall jumping puzzles, but I want to keep a taste of platforming in there so it's not so boring with controls (back and forth back and forth between walls)
You could make the wall jumping interesting, what would be nice to see is some other types of jumping, the ability to hang off edges and pull yourself up, stuff that makes you feel like you're in a cave.

The platforming parts are too vertical then, what annoyed me most was that they looked like a wall jump puzzle but i landed on top easily and it turned into another platform puzzle, combining platforms with wall jumps on a horizontal field would be enjoyable and isn't often done, Meat Boy had platforms and wall jumps incredibly separate, i would like to see jumping across some platforms then wall jumping to reach a higher platform, landing on it with skill before jumping twice more to get to the end.
 
Very enjoyable, perhaps ramp up the fall speed when you're holding down the arrow key towards a wall you're sliding on, seems like it's no skill to wall jump, where I feel a game like this should be all about easy to learn, easy to master, takes skill to play (Like Tetris' appeal).
 
Thanks I reduced the friction on wall-touching. I fixed level 2, and am working on level 3. I have a feeling I'm going to have to start working on the code moving blocks and other such stuff before I go much further in levels.

Which reminds me, I'm looking for someone a bit more experienced in game maker who can help me out in the physics programming (this is my first game in gm, and I'm sure I'm not doing things the right way)
 
hey man this is looking pretty badass, will you finish this for once?
also do you know that music themed, in rayman, where you have to slide over the ground the whole time? maybe you can use that too for your puzzles? cant play it right now, im on my phone, but ill.give it a try later.
 
Thanks for checking this out, and ;-; I'll try o finish this one. It's not so overwhelming as an rpg.

I've never played Rayman so I'm not sure what you're talking about.
 
it's like this: http://www.youtube.com/watch?v=_kXhILSTueo
if you fall on the platform, and you have momentum, you'll just slide further.
like the floor is made out of ice.

also i downloaded the game, and played it through
definetly very smooth

some remarks:
for the graphics i'd put some more detail in the back, with white perhaps.
if you just keep pressing space all the time while wallhugging and pressing the key to keep hugging the wall, getting on top is not that much of a big deal. you should try to make getting higher a bigger challenge.

the graphics really did feel very smooth though, and although this is by far not completed, it's got potential
 
Tomas":1kmj23f2 said:
if you just keep pressing space all the time while wallhugging and pressing the key to keep hugging the wall, getting on top is not that much of a big deal. you should try to make getting higher a bigger challenge.
That's a good point, perhaps a cool idea would be so every time you stick-to-wall jump your slide speed increases until you hit the ground.
 
Wall-hugging it a problem and side effect of wall jumping. I try to embrace it and find creative ways to keep people from doing it. But it is going to be an important part of getting around. If I made you fall faster as you wall jump it might become an annoyance to some, especially with the puzzles I have in mind.

I couldn't get anything to work in the back ground, but I was messing around with foreground tiles
s5.png


thoughts; is this the way to go with design?

I'm having some bugs with tiles making you slide on the floor and I'm not sure why...
 
The foreground really gives the feeling of being in a cave or something, except for the mushroom.
Played the demo, it has some things to polish, but I have to say,
this is good stuff.

Good luck on it.
 
yeah i like it a lot. the whole general style is great (i like the TWOCOLOR BUT SMOOTH thing you have going on there, reminds me a bit of some older stuff i made).

my only thing is to make sure that there's absolutely no confusion about what can hurt you and what can't (ie. spikes on the walls etc).

but this is definitely shaping up to be something nice. keep at it, dude.
 

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