This will be my little test game to get a feeling for the mbmFramework.
Idea is the following (and most of it is already working):
You move your player sprite with the mouse. Other obstacles are floating around the screen, reflected by the borders of the screen.
You must not touch the obstacles.
The simple "Avoid" game so far.
Now comes the "10 seconds" theme of the march contest of experimentalgameplay.com into the game.
You start the 10 second lasting level by clicking the mouse. And while avoiding the increasing number of obstacles you have to click again after 10 seconds to finish the level.
Aah, you might say - how do I know when the 10 seconds are over? You don't. You'll have to guess. The difference of your estimated time compared to real 10 seconds decide upon your level score. The difference in milliseconds is added to your overall fail time.
Also every collision with an obstacle adds half a second to your overall fail time.
The game ends as soon as your overall fail time exceeds 10 seconds.
While coding this I learn a lot about the framework and I must say: it's great! The app states, the GUI files, the resource handling for sprites and sounds and the animator stuff really help in creating a cool looking game with little effort!
As soon as the game is complete I will post here again and I think I will offer the source code for free to download.
Don't forget to put some stress inducing sound effects in and some fast tempo music! That really pushes the player into thinking more time has elapsed than it actually has.
While coding this I learn a lot about the framework and I must say: it's great! The app states, the GUI files, the resource handling for sprites and sounds and the animator stuff really help in creating a cool looking game with little effort!
Thanks! I think I remember saying just that in the sales pitch
I know that you state that on your site. But I wrote it because reading it is one thing - experiencing it and seeing how everything fits together is way better
The music is already on my hard disk (some track of mattmcfarland.com) - pulsing
For SFX I think I will click a few buttons on SFXR
Hey Thomas. The game runs and plays nicely. I tried timing to the beat of the music and got a best guess of 9.98 and worse of <8 when things got manic later on (I was concentrating on avoiding start collisions instead of synching my start!)
I'm really pleased you're into the frameworks way of doing things now and I wish you well for future games
Releasing the source for this game is a very nice gesture.
Having had a look through, I have a suggestion / hint regarding your scaling logo on the main menu.
Instead of coding a scale animator, just put everything in the newtitle.txt file — including the image position on screen
This defines an animator for x and y positions (and since all the animator params can be left as defaults all we need is a "data0=" line) scale and even a little rotation anim too.
In your main menu code you can do away with the animator, the setposition / setscale call and replace them with one update call titleSpr.Update( timeMS ).