Unofficial Game Jam 4: Ends 12:00 UTC+00:00

I don’t see where you are calling spikeyMovement in that example

I just tried this out in the ProjectABE emulator and it seems to be working correctly:

#define WIDTH         128
#define HEIGHT        64
#define SPIKEY_WIDTH  16
#define SPIKEY_HEIGHT 16

#include <Arduboy2.h>
Arduboy2 arduboy;

bool moveRight = true;
bool moveDown = true;

struct Spikey {
  int x;
  int y;
};

Spikey spikey = {32, 32};

const unsigned char spikeyImage[] PROGMEM  = {
 0xff, 0xdf, 0x7b, 0x3f, 0x9f, 0x6f, 0x77, 0xab, 0xdb, 0xd7, 0xcd, 0x5f, 0xbf, 0x77, 0xff, 0xff, 0xff, 0xc1, 0xdc, 0xd3, 0xaf, 0x9f, 0xae, 0xb0, 0xbb, 0xbd, 0xbd, 0xba, 0xd7, 0xcc, 0x63, 0xff
};

void setup() {
  arduboy.begin();
  arduboy.setFrameRate(15);
}

void loop() {
  if (!(arduboy.nextFrame()))
    return;

  arduboy.clear();
  spikeyMovement();
  arduboy.drawBitmap(spikey.x, spikey.y, spikeyImage, SPIKEY_WIDTH, SPIKEY_HEIGHT, WHITE);
  arduboy.display();
}

void spikeyMovement() {
  if (moveRight == true && spikey.x + SPIKEY_WIDTH <= WIDTH) {
    spikey.x += 1;
  }
  if (moveRight == false && spikey.x >= 0) {
    spikey.x -= 1;
  }
  if (spikey.x == 0) {
    moveRight = true;
  }
  if (spikey.x + SPIKEY_WIDTH == WIDTH) {
    moveRight = false;
  }
  if (moveDown == true && spikey.y + SPIKEY_HEIGHT <= HEIGHT) {
    spikey.y += 1;
  }
  if (moveDown == false && spikey.y >= 0) {
    spikey.y -= 1;
  }
  if (spikey.y == 0) {
    moveDown = true;
  }
  if (spikey.y + SPIKEY_HEIGHT == HEIGHT) {
    moveDown = false;
  }
}
1 Like

you can also try this out (might be easier to see what is happening):

void spikeyMovement() {
  if (moveRight) {
    if (spikey.x + SPIKEY_WIDTH < WIDTH) {
      spikey.x += 1;
    } else {
      moveRight = false;
    }
  } else {
    if (spikey.x > 0) {
      spikey.x -= 1;
    } else {
      moveRight = true;
    }
  }

  if (moveDown) {
    if (spikey.y + SPIKEY_HEIGHT < HEIGHT) {
      spikey.y += 1;
    } else {
      moveDown = false;
    }
  } else {
    if (spikey.y > 0) {
      spikey.y -= 1;
    } else {
      moveDown = true;
    }
  }
}
1 Like

Here is a little teaser from my upcoming entry, a skeleton on a unicycle!

anim

Think I’m going to call it Bone Shakers! :grin:

12 Likes

Thank you @serisman!

I got the code working and am continuing with my game!:smile:

Are you making a game for the game jam?

2 Likes

Glad you got it working.

No, I am not making a game for this game jam. Too busy last weekend and this weekend. … and I am working on a different (not yet disclosed) Arduboy related project at the moment.

2 Likes

Scary reminder that you’re all running out of time :P

The closing time is September 11th, 12:00, UTC+00:00
The current time is September 9th, 15:32, UTC+00:00

Less than 2 days remain…


In case you all lose it, the submission thread is here:

Wished the Jam was more like a month :stuck_out_tongue: I might have a entry then.

3 Likes

I’ve reached the playable milestone. Depending on how you describe playable.

1 Like

I’ve submitted my entry Bone Shakers! on the submission thread

It is a sort of Super Mario Kart style game featuring skeletons riding unicycles around a dungeon race track :smiley:

11 Likes

I’ve also reached playable!! :smile:

It has skeletons - instant approval.

1 Like

Mine is playable!!!

2 Likes

Somebody do all the graphics and finishing touches for me please. :potato:

2 Likes

Game jam closes today around 12:00-1:00 Aus time😀

13 hours and 13 minutes remaining…

(Good thing I checked. I’d accidentally set the timer an hour behind instead of an hour ahead :P)

US only has a few hours left. (My graphics will take the fall this time)

This is why it’s better to make the deadline a weekend,
then people can burn the night away.

I burn my candle at both ends, it will not last the night.
But ah my foes and oh my friends, it gives a brilliant light.

I think my candle got burnt from the middle out over the past 3 weeks :coffin::coffee:

3 Likes

Here’s my entry:

Hope you guys enjoy it!

The game jam is over

1 Like