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A very mad Kaydes.
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A slightly mad Kaydes.
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A Kaydes.
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GIF
Kaydes storpi walking
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A sus Kaydes.
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Kaydes storpi contemplating life choices
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GIF
The other Kaydes storpi walking
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A friend, she is mad
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GIF
bunnyjam.gif, this is a discord emote, but I can't find the source
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A very hyped friend
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"Some girl"
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Squiddle.
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A very not hyped friend
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J o e y (yugioh)
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GIF
Storpi dumper, drawn after dittoDumper
Inspiration
The sprites included in the game are inspired by either my original characters or my friends/family. Initially I tried to include all my friends and family members I care about, but the code got larger and larger for each sprite added... There's probably a better way to do this, but this is the best I can do in a few days.
What it does
It's a small interactive game, you click on the dancing rabbit to start (I couldn't find a better start button), then you use spacebar to go through the text. After the text is done, you move the Kaydes-storpi with the up, down, left, and right buttons. For each time interval a new "obstacle" will come in, and touching any obstacle will remove health from Kaydes (yes, the hitboxes are not good, sorry ><). If he loses all of his health, a game over sequence is played and he has to start all over again. But, if he makes it to "time=10000" with health left, he wins the game.
How we built it
"We" used code.org, because it was easier to put files in there, make them into sprites, and place them around the interface. Last time I did a project from scratch in BlueJ the code compiled and worked, it just took way too long. I also used Medibang paint on the iPad to draw some of the sprites. (And screenshots from my minecraft game)
Challenges we ran into
I always wanted to learn how to do the changeable text thing, where you click a button or press a key to change the dialogue. I made up my own way of doing it, but it took a good chunk of my time because I wanted multiple sets of dialogue, and wanted people's sprites to change along with the text. Also, it was really hard to get the obstacles to move in the direction I wanted them to. For how I wrote them, they'd have to be in contact with the corner to go both up/down and right/left. But at least they bounce off the walls, which is mainly what I wanted them to do.
Accomplishments that we're proud of
I'm glad I could even get the changeable text thing to work, to be honest. I'm a big fan of the style of games modeled after this, like Zero Escape, Ace Attorney, Undertale, Persona, Pokemon... I just don't know any game that hasn't done it, now that I think about it, sorry I'm writing this at 1 am >< I'm also kinda proud I could do Javascript again. For the majority of my senior year in HS we did only Java, but before we were focused on Javascript. I was glad I didn't lose javascript understanding, even if it is a simple language
What we learned
I learned I shouldn't be so ambitious with the project idea ESPECIALLY if I'm not working in a group. But I realized it's part of the fun trying to get there, anyway. Even if I had a busy schedule on Friday and Saturday I realized I could manage my time and still be able to making something that I'm proud of.
What's next for That one time Kaydes thought he was having a normal day
I was ambitious, I was planning to make multiple stages and have powerups and different sprites to talk to Kaydes. I was especially hoping for a hot main boss that talks in the middle of the battle. Maybe there'd be animated cutscenes too.
Built With
- code.org
- javascript
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