Thanks, mate!
Be sure to check LaffeTheFox's Soundcloud page. He has tons of other fun chiptunes around here.
He is working on his 2nd album at the moment.
Thanks for the link, a lot of good stuff there!
Here is the actual logic (as of version 0.6.9):
I like the "level" approach to random generation, I used a similar version in a game I made. One idea for Bikosaur might be to change the probability of having the things appear, like instead of:
Lvl 2 - 101 >= 400
Obstacles: Y - Every 2 blocks.
Enemies: N
Holes: N
It would be like:
Lvl 2 - 101 >= 400
Obstacles: 50%
Enemies: 10%
Holes: 1%
Lvl 3 - 401 >= 1000
Obstacles: 5%
Enemies: 50%
Holes: 5%
In that way its possible to get a similarity control of the changes in the level, but it will also feel a little more unpredictable. And you can rise the probability of holes the more you progress, instead of just having it holes / no holes.
This approach might generate impossible levels, like holes + obsticles + enemies. So another approach might be to have static parts like now (mostly enemies, mostly holes, mostly obstacles ), but have hard and easy versions of the part which have a higher probability to show up the more you progress. I'm not sure if its clear...? Anyway, its interesting with different ways to generate levels
Thanks! I took those design ideas from Rayman series, and Donkey Kong.
Tons of impressive parallax & background effects to inspire you.
Yes, I really like the new Rayman games! I would say that they have among the best visuals in game play collisions (...?) or how to say it. Theres a lot of cool visuals, which also fits into the game play, I think I have not played the new Donkey Kong Country games, but they are definitely on the to play list.
Most of the times when I make games, its in a short time, like game jams, so I usually don't get to spend the extra time on details in the graphics. But I will try to think about a way to add more of details in new projects, because it makes a lot of difference