. : 2D Engine : .

Brand / IP

OpenGameArt.org

Tech

JavaScript, C++, Haxe, Kha, WebGL, OpenGL, Pyxel Edit, Tiled (.tmx), Shader Model 450, Vulkan, SPIR-V

Span

3 Weeks

Live Demo (export)

Battle hordes -- or are you more in the mood for a local CO-OP or Deathmatch?

Controls (Refresh if you get stuck):

KEY(S) EVENTS
WASD 1P move
NUMPAD9 1P jump
NUMPAD7 1P attack
ENTER 1P start
N spawn NPCs
NUMPAD0 2P start

2P Starts Controls (Auto-rebinds):

KEY(S) EVENTS
WASD 1P move
U 1P jump
O 1P attack
ENTER 1P start
N spawn NPCs
ARROWS 2P move
NUMPAD7 2P jump
NUMPAD9 2P attack
NUMPAD0 2P start

Gameplay

2D Game screenshot:

Jump and slash platforming.

There isn't damage or lives, but there is knockback and team damage. The closer you are, the more the knockback. Fall into the pit and you will need to press start to respawn.

Screen follows 1P (2D Sonic & Tails style) to avoid gimping jumps, so keep up 2P!

Development

2D Game screenshot:

This is actually 3 different engines.

  • ☑⁡⁡ A: Mostly gameplay elements.
  • ☑⁡⁡ B: Custom UI and better rendering.
  • ☑⁡⁡ C: Mostly engine B with pluggable parts for 3D (ie, UI).

Tile stage support for Pyxel Edit and baseline support for Tiled's .tmx format. This includes variable alpha transparency (visible in the demo). Tiled will

Edited assets from OpenGameArt.org

Physics

2D Game screenshot:

Basic 2D physics and simu-physics include:

  • ☑⁡⁡ Springy / pressure sensitive jump.
  • ☑⁡⁡ Acceleration and drag (friction/sliding).

Effects

2D Game screenshot:
  • ☑⁡⁡ Tint: characters tint red when hit.
  • ☑⁡⁡ 2D Shadows: skewed texture animates, but does not shrink mask or collide properly yet (needs ray casting).
  • ☑⁡⁡ Animating Water: which is two translating png textures (tiled by x).

To-Do

2D Game screenshot:
  • ☑⁡⁡ Advanced UI
  • ☑⁡⁡ Engine-based toolset & editor
  • ☑⁡⁡ Pluggable to 3D for hybrid '2.5D' sims
  • ☑⁡⁡ Netplay