RITZ
Ritz is a platforming game
This should be it's entire source code. It uses OGMO 3 for it's map editing, and HaxeFlixel for framework and shit.
You can play the game on Newgrounds: https://www.newgrounds.com/portal/view/746874
CREDS
ART
- MKMAFFO
- DEEGEEMIN
MUSIC
- KAWAISPRITE
PROGRAMMING
- NINJAMUFFIN99
- GEOKURELI
Changes From the Pixel day version
Player Movement
Abilities
- Skid hop: Jump while changing horizontal direction to instantly reach max speed in
the desired direction. Works on ground jump and air hops
(Example: While moving right but holding left press jump and you'll jump left at max speed)
- added temp animation frames for falling/skidding
- added dust animations
Moving Platforms
- Added
Trigger
: Pauses the platform at the start until the specified trigger is fired.
(Note: all modes other than Load
will pause after each loop
- Load: always running
- OnScreen: Starts when on screen
- Collide: Starts when collides with the player
- Ground: Starts when the player stands on it
- Momentum transfer: Jumping off of a moving platform will add it's velocity to the player
- trasferred x velocity is maintained throughout the jump rather than being reduced through
friction like normal speed
- Landing n a moving platform removes it's velocity from the player
- The player's normal max speed does not cap speed gained from moving platforms
- When jumping off of a horizontally moving platform, the player will stay with
it assuming no external forces are applied to either
- Auto-graphic: determines the correct graphic based on size
Cheese & cheese doors
- Cheese doesn't animate until the player touches it, then it blinks, animates
and moves a little before following the player
- All cheese collected forms a long tail behind the player until a checkpoint is reached
and the cheese line moves to the checkpoint rat.
- Added more locked doors to improve difficulty progression
- The cheese needed (#/32) text doesn't show until a locked door is touched
- When a locked door is touched the amount needed appears above the door and then...
- If the player doesn't have the amount required the text moves towards the
cornercheese counter UI and changes it to ([Cheese Collected]/[Cheese Needed])
- If the player has the required amount the screen shakes, the door opens (via kill()) and
the amount needed text dissapears
- Added vertical locked doors
Level changes
- Adjusted many gaps and jumpable spots to account for the new movement settings and abilities
- Moved the long downward pit to a later point in the level, and the 4 cheese fall jump tutorial earlier
- Made the first moving platform visible
- Made the other invisible platforms stop until the player lands on them, and gave (subtle) hints to their location
- Added a locked door to block the top left area, opens at 36
- Added a locked door to block the top right area, opens at 24
- changed the exit door to require 48
- Blocked off the top left from the top right to reduce confusion. The only way to exit the
top right is through the same entrance.
- Made the downward pit harder and give more cheese
- Made the TopLeft's final downward fall harder but hopefully more clear
Minimap
- TODO:Reveal hidden platforms when they come back from the ending
To Do
- Save progress
- Tweaks to Top middle area difficulty
- Add bushes and wall decals for flavor
Ending
- (?) make ending level in ogmo, where player can move around and see credits and player stats
- Reveal total cheese count, allow them to go back and get more
- Enable speedrun mode