The game link is here: http://blommestein.net/
About a year ago, I had started a Flash Game based off the Genesis style of Sonic the Hedgehog. I had taken several breaks but the last one was definitely the longest. Long story short, with summer started, I plan to come back and finish it.
One of the aspects of the game that make it unique is the “Network” associated with it, that lets you build, save, and load (as files, no cookie bull****) levels, and in time, be able to submit, rate, edit, and play other user’s levels, via a database, sort of like youtube, sans the comments.
Okay, so to play the game go through Network or the Editor, and then test the level by pressing the Test Icon (the one with the arrow, keep forgetting to add tooltips), or just go through Main to play a demo level I scrapped together.
The controls are as follows:
**Up:** Look Up
Down: Crouch, Roll While Moving
**Left: **Walk/Run Left, Break While Running Right
**Right: **Walk/Run Right, Break While Running Left
Z/X/C: Jump
**Down + Z/X/C: **Charge
Down + Z/X/C … Release Z/X/C: Launch
To use the editor (and make your own level), here’s a quick overview:
**Toolbar Icons (In Order from Left to Right):**
New, Open, Save, Exit, Null, Test, Null, Help
**Navigate:**
Used WASD Keys, set scroll speed using the slider on the right pane.
**Enable/Disable Object Snapping:**
Right-Click
**Create a Tile:**
Click the tile from the list, drag its picture on the screen. Drop it on the picture to cancel creation.
**Delete a Tile:**
Select it by clicking, then press the delete key.
**Test a Level:**
Click the Test Icon (the one with an arrow in it)
**Show/Hide Panes:**
Click the little blue arrow buttons on the respective pane.
**Choose a Tile Type:**
Depending on what is selected from the drop-down menu, the tile created will be of that type.
Tile Instances are a way to categorize the tiles of a map, as each serve a different purpose:
**§ Ground **– Serves as impenetrable ground that the character can interact with. Collision detection is applied.
**§ Platform** – Serves as a “cloud-liked” platform that the character can interact with, meaning the character can jump onto it from below. Collision detection is applied in this manner.
**§ Enemy** – A category for enemies. No collision detection is applied (the character will not be able to stand on an enemy), but interaction (destroying) will apply.
**§ Background** – A category suitable for decorations or miscellaneous objects, such as trees and path switchers. No collision detection is applied. As implied by the name, tiles in the background category will be behind those of others.
**§ Foreground** – A category suitable for decorations or miscellaneous objects, such as trees and path switchers. No collision detection is applied. As implied by the name, tiles in the foreground category will be in front of those of others.
**§ Path (1/2) **– Exactly the same as ground, except that special rules apply. The character will only interact with tiles of the current path (either 1 or 2 exclusively). By default it is set to 1, though it is changed by path switchers
So let me know what you think, and if you have some spare time and would like to make a level for me, even better. Sorry for such a long post, and please note the game is NOT finished.
Cheers!