-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathFILE_ID.DIZ
67 lines (56 loc) · 3.17 KB
/
FILE_ID.DIZ
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
---------------------------------------
g
---------------------------------------
title: g
author m00!
category: Gamedev
party: Function 2012
---------------------------------------
--- after the compo ----------------------------------------------------
#### This is my first Gamedev compo entry - it is pure JavaScript
#### and HTML5 with no stored graphics or sounds, all the content
##::%%:: is rendered on page load by the browser.
##::%%::
##:::::: The game started as a proof of concept game engine, I've
##:::::: been experiencing with the JS and HTML5 canvas and thought
:: it would be nice to have a little something that can be used
:: to create a simple platformer games.
::::
:::: Also this is my first use of canvas for non-hello-world or
:::::: (really simple) graph drawing purposes and the very first
:::::: synth I created :) Erm... about the synth thing: it's not
:::: fully a synth. It has several synth-like parameters - the
:::: ADSR envelope, three oscillator sources (the primary and the
:: :: two others with freq modulation, con-
:: :: yes, he is walking :) figurable sources, volumes), but has
some trackerish paramters, too - it
renders the osc outputs to samples and uses them instead of the oscs.
(The reason is simple: I wanted to have the chiptuneish frequency modu-
lation effect, but with oscs I was unable to create that. This was the
solution I came up with.)
The project started from scratch 10 days ago (git repository was created
afterwards). I have created the levels 1-3 in the morning of the compo,
(slept, went to work, and afterwards) started to configure the "instru-
ments" and create the tracks 40 minutes before deadline :D I thought the
""music"" (with those quote marks) was horrible, but at least I gave the
synth a meaning. I sent the entry 48 seconds before the deadline (last
seconds are the best seconds), I was really surprised after the presen-
tation of the game when someone whistled the tune - it was a small thing
and maybe just sarcasm, but felt really great.
Also the game was called simply "g" (as the abbrevaion of "game"), now
it is called "g for jump", I am not sure if this is better or worse.
And I was aware a few bugs that I had not enough time to fix, but Zoom
found one more while he was playing on the bigscreen. (Thanks for the
play once again, Zoom!)
Anyways, all the sources are now available on GitHub at
http://github.com/gheja/gforjump/
please feel free to examine, dissect, extend, play with it, or do any-
thing you just want. I encourage you to edit js/data/game_data.js to
create your own levels!
Greetings to everyone at Funciton 2012!
I have used one library: the RIFFWAVE.js to convert an array of sound
samples to "data:audio/wav;base64,..." URL that can be given to HTML5's
<audio> element to play. See: http://codebase.es/riffwave/riffwave.js
m00!
(aka. kakaopor)
------------------------------------------------------------------------