Author Topic: [Axe] Temple Run 2D  (Read 6930 times)

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Offline MGOS

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[Axe] Temple Run 2D
« on: February 24, 2013, 08:19:57 am »
----> Latest update <----


A game which was requested a lot lately. I've seen some attempts on making it in 3D, but I figured it could be done in 2D to simplify things a lot.

Here is what I got working at the moment:
  • Running on a randomly generating temple
  • Corners, junctions, damaged parts and gaps
  • Steering and jumping (could need some aesthetics)
  • Speed increase
  • Collisions
  • Score display (not activated yet)

Planned features:
  • Collecting Coins
  • Power-ups
  • The monkeys / a giant ball (Indiana Jones style!) behind the player
  • High score table and menu

I probably won't add other "terrains" and obstacles, because the result in looks wouldn't justify the efforts. Also I'm not a big fan of the "shop" so I think I'll leave that probably out too (for now!).

You hold the calc across with the keypad on the right, so you can benefit of the high size / portrait screen. You play either with the arrow keys (up/down: steer; right: jump) or with the respective keys on the num pad (7/8: steer left; 5/6: jump; 1/2: steer left). Holding the keys will make the guy move to the sides (like tilting the device on the original game) and klicking short at the corners will make the guy turn (like swiping on the screen in the original game).

Feel free to try out the game, criticize and suggest features. It is still in an early stage, this is the first playable version.
« Last Edit: November 14, 2013, 11:43:25 am by MGOS »

Offline TIfanx1999

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Re: [Axe] Temple Run 2D
« Reply #1 on: February 24, 2013, 08:31:01 am »
Hey, this looks pretty damn cool. I never thought about a top down implementation, but it looks really nice! :)
« Last Edit: February 24, 2013, 10:22:12 am by Art_of_camelot »

Offline pimathbrainiac

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Re: [Axe] Temple Run 2D
« Reply #2 on: February 24, 2013, 10:19:29 am »
epic. just epic.

Why is the path not centered in the screenie? Just wondering...
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Offline Hayleia

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Re: [Axe] Temple Run 2D
« Reply #3 on: February 24, 2013, 11:54:48 am »
This is a good idea to make it in 2D to speed it up :)
Something I wonder though: is that greyscale or blur that I see ?
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Re: [Axe] Temple Run 2D
« Reply #4 on: February 24, 2013, 12:49:30 pm »
Wow, this is absolutely fantastic! One quick thing - when he jumps, you should make the sprite increase then decrease in size; it'd make the game feel a lot better.
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Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #5 on: February 24, 2013, 04:29:47 pm »
the size change of the player sprite is something what I thought about too. It wouldn't be hard, I might need some nicer sprites though.
The path isn't centered because I wanted to show the score and stuff on the right. I could center it, but it slows down the game a lot when you don't cut the sides. So I thought it might be better to have more space on one side instead of only little space on both. I might change that though.

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Re: [Axe] Temple Run 2D
« Reply #6 on: February 24, 2013, 04:32:49 pm »
Looking nice, i might try it out! I like that you need to tilt the calc for it :D

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Re: [Axe] Temple Run 2D
« Reply #7 on: February 25, 2013, 12:37:38 am »
Looks very nice, but I think that those who are hardcore side-scrolling platformer fans might find it easier to hold the calc normally :P
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Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #8 on: February 25, 2013, 12:51:44 am »
haha that might be the case :) but for this game I thaught it is better like that.

I also made a Tetris game a few months ago with that orientation. Once in our algebra lesson the teacher came in and asked why everyone is holding their calcs the wrong way :P

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Re: [Axe] Temple Run 2D
« Reply #9 on: February 25, 2013, 12:54:43 am »
My only issue with holding the calc sideways is if you use Alkaline batteries they are much heavier so the calc tends to tilt towards that side when playing :P (as I could notice when trying Guitar Hero a few years ago and when I tried to make a Mario game that way)
« Last Edit: February 25, 2013, 12:55:08 am by DJ_O »
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Offline TIfanx1999

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Re: [Axe] Temple Run 2D
« Reply #10 on: February 25, 2013, 03:34:27 am »
I'm not too sure about that screen orientation either. It seems like it might be a bit akward to play. I'll have to give it a try and let you know what i think. :)

Offline Matrefeytontias

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Re: [Axe] Temple Run 2D
« Reply #11 on: February 25, 2013, 07:38:34 am »
Looks nice :D

MGOS, did you plan to add transitions when passing the corners ?

And Art_of_camelot, beware the double-posting :P

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Re: [Axe] Temple Run 2D
« Reply #12 on: February 25, 2013, 08:07:38 am »
Yea, I posted it from my phone. It derps sometimes and double posts. Fixed now. :)

Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #13 on: February 25, 2013, 11:33:30 am »
@Matref No, I probably won't add transitions for now because it is quite difficult to turn the map (and the sprites) with an angle witch isn't a multiple of 90°. You could "cheat" and display a presaved image of a corner rotated by 45° - that might be a possible way to get it done without enormous calculation stuff.

@AoC holding the calc that way is a bit strange at first, but you get used to that quite fast. When you hold it in your hands, do it like it was the keyboard of a large sized smartphone with your right thumb on the num pad, the left thumb lays on the left of the screen. When the calc is on the table it should cause any problems I guess :)

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Re: [Axe] Temple Run 2D
« Reply #14 on: February 25, 2013, 04:02:58 pm »
I was thinking about the transition idea but yeah I was concerned about a drastic drop in framerate when the image rotates. Of course you could always pre-save every corner but it depends how much freedom does the engine give. If for example, you can turn around anywhere on the map then pre-saving might not be possible.
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