alexleroyross / ice-age Goto Github PK
View Code? Open in Web Editor NEWA platforming game being made with C++ and SDL.
License: GNU General Public License v3.0
A platforming game being made with C++ and SDL.
License: GNU General Public License v3.0
Ice Age: A platformer game being made as a hobby. Made for the 'A Game By Its Cover 2016' game jam. Copyright (C) 2016 Frozelar Email: [email protected] Ice Age is licensed under the terms of the GNU General Public License v3.0. A copy of the license is provided in License.txt. Coded (by Frozelar) with: - C++ (using Microsoft Visual Studio: https://www.visualstudio.com/) - Simple DirectMedia Layer Library 2.0 (SDL): https://www.libsdl.org/ Graphics drawn (by Frozelar) using: - Paint.NET: http://www.getpaint.net/ Sound effects made (by Frozelar) using: - BFXR: http://www.bfxr.net/ Music credits: - In-game: "The Glacier's Peak", a Sonic Advance remix made by jmr on OverClocked Remix ( http://ocremix.org ). The remix can be found here: http://ocremix.org/remix/OCR02370 - Title screen: "Crystalline Caverns", a Super Mario World 2: Yoshi's Island remix made by McVaffe on OverClocked Remix ( http://ocremix.org ). The remix can be found here: http://ocremix.org/remix/OCR00860 Other credits: - Some of the very early code was derived from examples shown in LazyFoo's SDL tutorials: http://lazyfoo.net/tutorials/SDL/ - The game uses the font AvariaSans-Regular, which is licensed under the terms of the OFL. A copy of the OFL is included in OFL.txt. - Several SDL DLLs (Windows) or frameworks (Mac OS X) are distributed with the application under the terms of the LGPL. Big thanks to those who tested the game: - Ashan - Jane C. - darkychao Special Thanks: - Kiwisauce ... for inspiring me to pursue game development, and for providing me with plenty of guidance along the way. - Unormal ... for teaching me superior programming practices and giving me a lot of advice.
After beating the game, if you enter the level1 triggering zone, then pause and unpause the game, you can still enter the level.
It's an exceptionally minor issue and honestly I don't think it's worth fixing at all. Maybe it could be some kind of easter egg or something.
May or may not be caused by enemy spawning engine or particle spawning engine. Would be great if this could be fixed.
Every now and then the game seems to drop a jump input. No idea why this might be. If a solution presents itself then I will pursue it, but otherwise, it is very rare and not a huge concern in my eyes.
I have been told by one of the playtesters that the ice can be difficult to see (both because of its color and because it falls with a low enough frequency that it is easy to forget about). However, it seems like things got easier for them the more they played, and they were also the only tester to mention it. Therefore, I may not necessarily actively pursue a response to this issue unless something specifically comes to mind.
I have also been told by another tester that the ice can be difficult to dodge because of how quickly it falls. To try to remedy this, I will modify the Sprint upgrade so that it simply ups your base speed rather than having a warm-up period (I will still keep its current code in case I decide to change it back in a later version). Hopefully this will be a sufficient enough fix (at least for now) since I would rather not change the speed at which the ice falls if at all possible.
While testing, I seemed to have randomly died for no conceivable reason. Similarly to the issue where the boss would not trigger, this has only happened a single time and I haven't been able to reproduce it again outside of that one time. It may (or may not) be of note that this occurred after already having died once and returned to the title screen.
I may be crazy, or this may have actually happened. I will put the wontfix label on the issue for now because I will not worry about looking into the issue unless it happens again (in which case I definitely will).
On one occasion, I reached the final boss and the fight never actually triggered. However, I tried to replicate this issue on several occasions and could never do so.
Needs more testing?
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