- Description -
LSD-Jumper (Latino Salsa Dancer - Jumper)
Step into the psychedelic world of LSD-Jumper, a thrilling 2D adventure that pays homage to the classic game, Icy Tower. With its vibrant visuals and addictive gameplay, LSD-Jumper transports players into a mesmerizing realm where they must guide a daring character through a sky-high journey, leaping from one floating cloud to another while evading a perilous fall into oblivion.
- Journey -
LSD-Jumper is a simple 2D game built using SDL (Simple DirectMedia Layer) library in C++. The game features a character running and jumping across clouds while trying not to fall into her death.
We chose SDL because it is a powerful cross-platform development library that provides low-level access to audio, keyboard, mouse, joystick, etc. The challenges were worth it, and with the knowledge that we gained, we can gladly keep working on more projects with SDL and C++.
Adding the libraries to our project went well, except for one confusion that we had with GitHub while both pushing the same things all over again, but eventually, we fixed it. We went through directories and linkers in our OpenGL course, which is why we found it quite easy to do.
We created classes and tried to keep the code as clean as possible. We used headers to declare our functions and the .cpp files to define them.
- Contributions and Learned Skills -
As a programmer for this project, I focused on bringing the fun cloud-jumping adventure to life with a range of technical features. I programmed the colliders to ensure precise interactions between the character and the clouds, making sure every jump and landing felt accurate and satisfying.
I implemented object pooling to efficiently manage cloud objects, enhancing performance and reducing lag during the fast-paced gameplay. This helped keep the game smooth and responsive as players navigate through the vibrant, sky-high levels.
Another key part of my role was rendering clouds with a visual flair that matches the game’s vibrant aesthetic. I added a random offset from the screen edges, giving each cloud placement a unique feel and preventing repetitive patterns. This part was quite challenging since clouds kept getting stuck to the side of the screen due to the random offset, so we needed to implement it more smartly.
Working with SDL and C++, I tackled the technical challenges of integrating libraries and ensuring clean, efficient code. Despite a few hiccups with GitHub and directory linking, I enjoyed the process and the opportunity to learn, develop, and implement skills for future projects.
Overall, my contributions helped make this game a visually captivating and smoothly running experience, where players can immerse themselves in a fun journey through a colorful and endless world of clouds.