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Compass II: Rising Tides - Action Platformer - V0.97.3

CHChuckSploder•Created November 9, 2023
Compass II: Rising Tides - Action Platformer - V0.97.3
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Instructions

Done! Over 26,400 blocks of code and ~260 hours of work! Full version here: https://scratch.mit.edu/projects/1116676139/ V0.36 - Moved changelog to comments (desc. too long) V0.35 - Added Bats and Spiders, tweaked tons of little things, started on upgrading system. V0.34 - Started work on The Nest, added a song for it ("Ant"). V0.33 - Minor changes, nearly finished The Forge. V0.32 - Added more dialogue, worked on progression more, finished the first half of The Forge. V0.31.1 - Started on game progression, started building Compass Waypoint D-01 [stage 1], added a ton more dialogue, improved mission terminal information, temporarily mega buffed the laser gun, worked a tiny bit on The Forge.   V0.30.2 - Made rare tech assets, added plants-for-credits system, started on scraps-for-powerups system, added more dialogue functionality, tweaked existing dialogue, made minor adjustments to the levels. V0.29.1 - Made more music ("Sol" and "Leif"), polished a few things, started on The Forge, updated the description, recolored the Pulsers, added pulse shockwave effects. V0.28.1 - Completed the Abyssal Sea level, polished some art, text, and sounds, added hurt sounds to the Spirit enemies, removed many unused songs, made custom music for the Abyssal Sea ("Lac"). V0.27 - Added level completion to The Glade, added "item obtained" popup text, worked on music a little bit. V0.26.3 - Polished random things, fixed respawning, tweaked AI again, added some more rare plant costumes, added a title screen. V0.25.2 - Mostly finished The Abyssal Sea, added a couple new tilesets, added spikes and a new particle type, added some missing Mission Terminal functionality, polished some AI. V0.24 - Started on item system, polished The Glade, cleaned up some code, changed player physics slightly, improved laser code. V0.23 - Finished The Glade, added Fence, Wood Canopy, and Sundial. V0.22.1 - Updated player HUD to be smarter and less distracting, added "frozen", "on fire", and "confused" cooldown timers to the HUD, changed mission terminal backdrop to be more consistent and visually appealing. V0.21.2 - Worked on random things, added a return to home button, worked on the mission terminal system (added a "start mission" screen). V0.20 - Worked on NPC dialogue system more (added multiple-choice responses and branching conversation), fixed a major text engine bug and polished spacing. V0.19.1 - Finished the Glade, started work on Compass Waypoint D-01 [Stage 4], added NPCs and basic AI for them, and started on dialogue system. Drew some more decorations, made daylight cycle 3X faster. V0.18.2 - Made a beta prototype for Wasps, did more work on the first level (The Glade). V0.17 - Added debuff particles, added more VFX, finished Elementals, added Knight and Ninja Statues. V0.16.2 - Worked on menus more and added a settings screen with separate sound and graphics sections. Fixed some minor visual bugs in the parallax and projectile sprites. V0.15.1 - Fixed multiple gameplay-related bugs, added Elemental attacks and debuffs, revamped Regular Reds, made a decent tile system optimization, added menu button functionality. V0.14.1 - Improved Elemental art, started on particle system, added particles for a few enemies, fixed multiple visual bugs (vignette centering and laser-to-wall collision result). V0.13 - Made visuals and sound for Elementals, made some button sprites. V0.12 - Added level loading and Red Sentinels, did some work on the editor. V0.11 - Added pause and death screens, added a cool text engine (I made the font :D), added level saving. V0.10.3 - Added Spirit Jelly, duplicated Entities sprite for ease of addition of more enemies, improved camera shake and hit response, added enemy knockback, changed music style from chiptune to synthwave, made pause screen versions of the songs on FL Studio. V0.09.1 - Finished Spirit Boids, added Spirit Shark, worked on Regular Red and finished a working prototype for Antlions. V0.08 - Worked on Spirit Boids more, added Regular Red, added projectile hitbox to the player. V0.07 - Added Fire Valve and made a prototype for Spirit Boids. V0.06 - Added Brick Rubble, Water, Ancient Canopy, Ancient Pillar, and Grass Overlay blocks, added swimming physics, added a roughly-made tile animation system. V0.05 - Added Tree tileset and Grass decoration, added sun cycle, added procedural and infinite parallax system with skybox blending. V1.5.1 - Added automatic fog color detection. V1.5.2 - Tweaked player animation, added another skybox. V0.04 - Revamped player animation system, added more player customization, added ladders, and improved climbing. V0.03 - Added laser sounds and climbable spiderwebs, revamped player animation method. V0.02 - Added marble bricks, brick background, and brick window blocks, changed Pulser AI a little bit. V0.01 - Added mirrors, which lasers can bounce off of. V0.0 - Shared.

Description

I thank God for giving me the patience to create this. -All art, design, dialogue, and 98% of the code by me -Tile engine from @griffpatch, *very* heavily modified -Music by me, Lifeformed, and/or Janice Kwan -Sound effects from Pixabay and Mixkit -Story and setting by Team Ruby of Platformer Clash V: https://scratch.mit.edu/studios/33502484/ -Thanks to @anantnpapa for helping with some sound effects. -Thanks to @TheMoonJellyfish for conceptualizing the original Compass astronaut design. -Thanks to @s_federici, @TERRARIAMASTER5, @anantnpapa, @Apophius001, and my sisters @StarWarsGirl111 and @Oceanevee for following development and supporting me and the project. Widescreen: https://turbowarp.org/921620337?size=640x360&offscreen&clones=Infinity Work done so far: -Level 1: The Glade -Level 2: The Abyssal Sea -Level 3: The Forge -Level 4: The Nest -Level 5: The Sanctuary -Level 6: The Platinum Palace -Level 7: The Weapon -Compass Waypoint D-01 [stages 1-4] -Tile system with smart tiling, automated rendering optimizations, costume baking, smart culling, and 4,620 possible colors per costume. There are currently over 500 tile art assets and over 120 tile types. Editing system has support for draw size as well as individual foreground and background layers. -Player: run, jump, climb, swim, respawn, animation system, customizable looks, debuff particle emission, primitive laser gun system, can die, has ragdoll physics, can respawn on blocks after touching hazards. -NPCs: members of your squad that were sent to colonize this planet alongside you. All the same animation and color functionalities as the player. -Botanist (done) -Chemist (done) -Builder (done) -Hunter (done) -Ranger (done) -Gunsmith (done) -Tinkerer (done) -Technician (done) -Captain (done) -Mission Terminal: a more modern approach to the mission terminals seen in Compass Waypoint T-01, this computer gives mission info as well as the ability to travel to any area from a single location. Different images for each location. -Pulsers: floating machines that dash to deal damage and knock you around. Comes in Round and Square variations. Round can dash in any direction, Square can only dash along the cardinal axes. -Fire Valves: pipes in the ground and ceiling that spew out fireballs. -Spirit Boids: ghostly, hostile fish who come down on prey like vultures. -Spirit Sharks: large predators that viciously dash after the player. -Spirit Jellyfish: immobile blobs that patiently wait for prey to come near. -Regular Red: a native species of CHC-T (also known as the Wild World), this alien species can fire deadly spikes from its body. Over time, it has evolved into a separate form known as the Red Sentinel. -Antlions: wall-bound creatures that shoot sticky webs at unsuspecting spelunkers. -Wasps: aggressive avian arthropods accommodating astoundingly acicular abdomens. -Elementals: powerful ancient constructs that harness natural forces to incinerate, freeze, confuse, and knock back intruders. -UI: title screen, mission terminal, player health and dynamic buff/debuff indicators, pause, win and death screens along with a full settings menu. -Graphics: full pixel art for all entities as well as all tiles. Ambient occlusion for all entities. Day/night cycle with sun, clouds, parallax, fog, and color blending effects. Particle system with [buzzwords here]. Almost fully pixel-perfect rendering. Ideas/planned features: The Forge (level): a large, ancient building inhabited by destructive machines and filled with fire and lava hazards. Abyssal Sea (level): a turquoise underground oasis full of lakes, waterfalls, ruins, and hostile spirits of sea creatures. The Glade (level): a long hike up a mountainside at golden hour, with enemies similar to the aliens of the Wild World. Sparse ruins gradually increasing in scale as you trek up the incline. The Nest (level): an underground mineshaft covered in climbable spiderwebs and inhabited by all manner of creepy-crawlies, such as antlions, spiders, and wasps. The Platinum Palace (level): a huge, glittering castle of gardens, mirror puzzles, and living statues. The Sanctuary (level): the aging ruins of a once-bustling fortress, guarded by all manner of elemental constructs.

Project Details

Project ID921620337
CreatedNovember 9, 2023
Last ModifiedJanuary 11, 2025
SharedNovember 9, 2023
Visibilityvisible
CommentsAllowed