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Cheep-Cheep Chaos

Stellar

of the Distant Past
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Cheep-Cheep Chaos

Hey guys, I'm currently working on my first project for my "intro" programming class here at university. We're starting off with a basic visual programming developed by MIT called "Scratch". Below you can find the game I developed. In this game, you play the role of a "Blooper", the aquatic squid-like character from the Super Mario Bros. franchise. You are enclosed in a pocket of water surrounded by two barrier reefs. The point of the game is to use the arrow keys (Up, Right, Down, and Left) to move the Blooper around the screen and avoid contact with the "Cheep-Cheep", the fish-like creatures . If no key is pressed, the Blooper will drift downwards until it comes in contact with the ocean floor. Each of the four Cheep-Cheep swims at a different speed. The gold Cheep-Cheep is the fastest, followed by purple, green, and red. Strangely, the Cheep-Cheep also increase in size as time passes, making them more difficult to avoid. Once the Blooper makes contact with a Cheep-Cheep, the game will stop and the GAME OVER screen will be displayed. A "Goomba" will then display the survival time in seconds.
 
it gets real easy when they become so big they cant hit the corners, i just hid in the corners and eventually they got so big they couldn't move, fun though, if you play it properly
top score 306.24 before i got bored and left the corner
 
uujk.jpg

I dont think they get bigger than this.
 
Yeah. Theorymon just brought this to my attention. I restricted the movement of the Blooper a little. It would be nice if you could test and see if that is still a problem.
 
I also added barrier reefs to the sides and restricted the Blooper to the base of the floor and the surface of the water. I think I updated the link again since you last played.
 
Nice :)

try this:
  • add a tiny little bit of inertia (instead of making the blooper stop instantly when you release an arrow, make it slow down - it should stop fairly quickly but not instantly)
  • make the cheep-cheeps go slower at first (it depends on how much inertia you add)
  • make it impossible that the cheep-cheeps hit you in the first few seconds if you haven't moved (you just have to add some restrictions when you define their starting angle)

That's concerning the gameplay itself. Then you can make the blooper turn depending on where it's going and add sounds etc. but it's superficial.
 
I agree the first seconds really need invincibility - sometimes the yellow just kills you instantly. Inertia will probably make the game harder but also "realistic".
 
I made it so the Blooper drifts downward if you aren't pressing a directional key. Inertia would most likely be too hard to program for me lol. I also animated the Blooper.

There is a slight problem with bouncing when the Blooper touches the floor, but other than that, I think this might be the final product.
 
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