Micro Runners 0.0.2 - New weapons and mobile build


It's updates time!

I have done a lot in this new build:

- Fixed camera subscrolling
- Fixed positions for some ui elements
- Added sounds
- Added new weapons: mines and ice wall
- Fixed jump height
- Added a weapon selection screen
- Refactored controller inputs
- First HTML build

Let's talk about some of the improvements in detail.

Fixed camera subscrolling

As I want to keep a PSX feel to the game, I had to tweak the camera so it doesn't move around too smoothly. I rounded up the pixels during the lerping process so it stops when movement required is too small. Nothing fancy but gets the job done.

Added new weapons: mines and ice wall

This goes by itself. I added two new weapons (now there are 3):
Mines: they explode when in contact with players and kill them. The more power you have, the bigger are the mines. At level 3, they can not be jumped over without a very precise jump (or a side jump):

Ice Wall: as the name suggests, it is just a wall. So how can this be useful? For example, to block the way so other players can not advance. Or to force them into traps. Or to help you reach places I did not intend to be reached (bug report this!). It grows the more bullets you have. At level 3, can not be jumped over because it becomes too tall:


Added a weapon selection screen

Now it is possible to select 2 weapons before the round starts. My goal is to not lock weapons to specific characters: in fact there are no characters at all, you define what you want to use by selecting the weapons. This reminds me of the ol' good Liero. UI is a bit fancy right now because I am no artist and I just want to make things work. But I will update it somehow in the future.


Refactored controller inputs

I was able to just define the main controls and create a custom function that lets me find out wich device sent the event without using an action for every controller. Interested in the code? Here you are (hard to make formatting work here):

func get_action_strength_device(action, device):
    if is_action_pressed_device(action, device):
        return inputs[action+str(device)].strength;
    return 0;
func is_action_just_pressed_device(action, device):
    if action+str(device) in inputs:
        if Time.get_ticks_msec() - inputs[action+str(device)].ticks < 5 && inputs[action+str(device)].strength > 0:
            return true;
    return false;
    pass
func is_action_pressed_device(action, device):
    return action+str(device) in inputs && inputs[action+str(device)].strength > 0;
    pass
func _input(event):
    var actions = ["up", "right", "down", "left", "jump", "weapon0", "weapon1", "dup", "dright", "ddown", "dleft"];
    for action in actions:
        if event.is_action(action):
            var input = {};
            input.action = action;
            input.strength = event.get_action_strength(action);
            input.device = event.device;
            input.ticks = Time.get_ticks_msec();
            inputs[input.action+str(input.device)] = input;
        if event.is_action_released(action):
            inputs[action+str(event.device)].strength = 0;


First HTML build

Yeah let's hope this works as intended! But you can try out the game on the web now, so you do not waste a precious 14 MB of your hard drive!

That's all for now folks, see you at the next update!

Files

html.zip Play in browser
Sep 24, 2022
micro_runners_0.0.2.exe.zip 17 MB
Sep 24, 2022

Get Micro Runners (alpha)

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