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General => SFML projects => Topic started by: fallahn on March 29, 2018, 11:10:21 am

Title: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: fallahn on March 29, 2018, 11:10:21 am
If you've been on the IRC channel you'll know I've been working on this for the past few months - and now it's ready for Steam release!

http://www.youtube.com/watch?v=xT01pMm25SM

Quote
Castle Clamber is an arcade inspired action platformer for one or two players, either locally or over a network. It tells the time-old story of a devoted underdog, blinded by a well-meaning sense of duty and a rose tinted visor. Trap enemies in your bubbles, defeat them with explosions or crush them with crates! Reclaim the food they stole and carry it to the waiting Princess Niamh to collect your prize and earn a place in the world online rankings.

A big thanks goes to everyone who helped out on this: Jonny, Rosme, Therocode, Tank, select_this to name but a few (sorry if I forgot anyone!)

Castle Clamber will be available from 12th April 2018 for Windows and macOS, with linux support hopefully to come. The store page is here (http://store.steampowered.com/app/770050/Castle_Clamber/)!
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: SpaceInJourney on March 30, 2018, 02:42:03 pm
Looks interesting.
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: eXpl0it3r on March 30, 2018, 11:24:21 pm
Looking forward to it! :)

Added it to my wish list.
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: fallahn on April 12, 2018, 04:17:26 pm
The game is now live on Steam!!  ;D

Store page:
http://store.steampowered.com/app/770050/Castle_Clamber/
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: eXpl0it3r on April 13, 2018, 08:54:06 am
Woho! Got a copy, didn't get around to play it though yesterday, so let's see today. :)
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: fallahn on April 13, 2018, 02:46:26 pm
Thanks for the support! And thank you to anyone else who has bought the game :D I've had some good feedback so far, and I'll hopefully be releasing an update in the coming week or so.
Title: [Steam Release] Castle Clamber - 1.1 update
Post by: fallahn on May 11, 2018, 03:39:16 pm
The Steam version has been updated to 1.1 with the following new features:

(http://djfallen.com/images/poopsnail.png)

As well as a bunch of performance and bug fixes. Thanks to everyone who gave feedback!

Store page: http://store.steampowered.com/app/770050/Castle_Clamber/
Twitter updates: https://twitter.com/TrederiaGames
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: fallahn on January 25, 2020, 02:06:42 pm
It's been a while but there's a new update to 1.4!

http://www.youtube.com/watch?v=xT01pMm25SM

Changes include:

For more information, check out the Steam page (https://store.steampowered.com/app/770050/Castle_Clamber/)  ;D
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: Nexus on January 27, 2020, 10:25:45 pm
This looks like a fun little game! From the trailer, the goal was not very clear to me, but then I found a gameplay video here: http://youtu.be/30I10VLmQM4 (https://youtu.be/30I10VLmQM4) :D

[Edit] how can I not embed a Youtube video?

I like the graphics style, simple but still polished and not overly crowded. I especially like the banners and the lava (texture and its wave effect). I think the explosions still have some room for improvement (maybe smoke or so) ;)

Since you mentioned real-time lighting, have you considered adding shadows? I could imagine that a subtle shadow beneath entities or platforms could add quite some depth.
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: fallahn on January 28, 2020, 10:38:37 am
Thanks! I think the explosions could be best improved with perhaps a decent sprite animation rather than just particle effects. The particles, as you say, would make nice smoke. Shadows are a nice idea, I'd have to think about how to do them. Projection/shadow map shadows don't work so well in 2D, particularly when the light source is to the side of the sprite as there's no depth to cast a shadow :) I had a similar issue when working on my pirate game:

http://youtu.be/30wvsDwAKHs?t=192
Title: Re: [Steam Release] Castle Clamber - A retro arcade platformer
Post by: Sub on January 28, 2020, 11:19:52 pm
Very cool.  I agree with Nexus.  It was very hard to figure out what was going on and what exactly you do from the trailer.  The gameplay clip made it a lot more clear.  The pirate game looks good too btw
Title: Castle Clamber - Potions Update (1.5) Released!
Post by: fallahn on May 15, 2020, 11:52:47 am
The latest update for Castle Clamber is now live! Here's a summary of what's included:

New features:

Fixes:

The most notable addition is the new potions - these drop at random from defeated enemies or broken crates. Collect one by running over it, and it'll cast its spell for a limited time. Each colour potion has a different effect which can help (or hinder!) the player in a given situation. Keep an eye on the duration icon at the bottom of the screen to see when it runs out.

http://www.youtube.com/watch?v=-8_iisQMl-w

Also in this update is full controller support for Xbox controllers and direct input devices, thanks to the updated navigation control for the menus. Now you can easily enjoy Castle Clamber from the couch in big picture mode in Steam!