MoonBit Game Development Track

It feels not as fast as other mini‑games, but the others are easy to understand.

I wonder if I can dig out the depth myself during the evaluation; it feels like the ceiling is quite high.

Pixel art!

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I totally forgot to check the storage
It’s only 64KB, and I’ve already used 49 :sob:

There’s still a bunch unfinished,

https://github.com/moonbitlang/MoonBit-Code-JAM-2024/pull/59

The big one is here :sob:

Even the senior’s has reached 59KB, haha

Writing is getting more and more painful

Experience
So hard ()

Many DDL warriors
Saw 8 PRs today, haha

Should be able to finish the changes in time, right?

I don’t know how long the gate will hold up, but anyway let’s get some updates before the last day.

These past few days I’ve been weighed down by real‑life chores, so there hasn’t been much activity. Then, because of storage issues (a castle rendering took almost 10 KB), I changed a lot of things and it looks like I’ll have to give up implementing more enemies, especially since I still need to add sound effects.

In short, I added some trees for the background and added a collision volume (or something like that). The PL track seems to have a big problem; I hope it won’t affect my bubble‑tea money.

So gate friends, please give a star and don’t let the thought fade later (mist)

Add some animation frames tonight; each time after completing the operation it starts at 0 frames, which feels a bit odd.

I haven’t figured out how to add animation for defense yet, so I’ll just set it up for now.

For the big map, I plan to make it similar to Slay the Spire (?), i.e., each line can branch into different lines, placing some question marks as treasure chests.

I haven’t decided on skill upgrades yet, but there isn’t much space left for me to work on animations.

I’ll just use the previous pumpkin seed for the boss.

Art is all so intense

gave up, gave up, gave up, gave up, gave up, gave up

In the last 36 hours, let’s not give up.

Because I can’t keep up with the art at all, I had to dig into the gameplay.

Then I directly copied Undertale, and it feels quite suitable for my UI design.

Why didn’t I think of this earlier? .jpg

In short, I first copied a generic bone‑spike obstacle; limited by MBT’s imperfect random numbers, I really didn’t want to think.

Then I wrote my own pseudo‑random, and the initial refresh shows that each time a different state appears (focus on enemies in row 1 and row 2).

As for bone cannons and dodging black blocks, they seem easy to write but will take some time; rhythm‑game style is really hard to implement (and there’s no storage).

I hope the gameplay will earn a decent score; looking at the new art‑expl

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The roguelike aspect probably shows up in the route design, borrowing from the Spire style where you can directly connect to another line; the connections between each level are implemented randomly.

Afterwards, each special stage within battles also adds randomness, and it’s already far from the original RPG.

Then after selecting a node, the path gets blocked and the entire column is removed.

Roughly, but the routes are really too short, so it’s hard to cram in too many things, ahhh.

So hateful, evil rabbit.

The homepage and shop art are explosive, but after entering I have no idea what I’m doing, there’s no goal, and in the end the boss can only be knocked out once and then it’s gone, the interface is so messy after entering

This seems to be some kind of interactive puzzle? But after reading the README for a long time I still don’t know where the guidance is… the art is also quite nice.

This got completely stuck on a certain page, I don’t understand, and the text in the README gave me a headache.

Although this is a remake of a game, the art looks pretty good.

The remaining two masters’ Tankel and Desert Soul are too difficult; I couldn’t get past them myself (when can I see a demo?).

The others are just remakes of classic mini‑games, and the art is about the same as mine.

Overall it’s very frustrating :enraged_face:, where is my art so it can come forward? Time to dive deep into the gameplay.

Submitted the PR, will add a small gameplay tomorrow

My own limit is probably just this

tankle posted a demo video, indeed it’s still very hard

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Random stages and random difficulty have both been implemented, now it can truly be called a roguelike :drooling_face:

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I think I copied it quite faithfully.jpg

Everything has to come to a pause

po will probably regret leaving because the art roll didn’t pass, and I also wrote a pile of crap
But I learned a lot! Let’s meet mbt again in Open Source Summer

Anyway, at the end I’ll post my source code and blog link (still not finished)

Source code GitHub - FrenchPicnic/MoonbitWasm4: moonbit的游戏仓库

Blog MoonBit与WASM——记2024年全球 MoonBit 编程创新赛游戏赛道 - FrenchPicnic's Nothing Life

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https://moonbitlang.github.io/MoonBit-Code

2e55826af3c1f1420de8b53f414c1702

The results are out, I reluctantly exit.

If I had done it a month earlier, it might have been better, but overall, achieving this in just one week is already very satisfying.

These few have much higher playability and completeness than mine, so there’s nothing to be jealous about.

(Is 色噪 really playable?)

Anyway, PO and everyone, see you in the next topic.

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