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Author Topic: Started developing a Frogger clone  (Read 14501 times)

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shponglefan

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Started developing a Frogger clone
« on: March 14, 2020, 05:02:19 pm »
Current version:

2021/03/31 - Froggy updated to version 0.15. Added settings menu for audio and custom keybinds, plus minor bug fixes.

Available on itch.io: https://phgames.itch.io/froggy

Video:



Original post:

Started creating a Frogger clone primarily as an excuse to learn pixel art. My goal is to create something that mimics what you'd find on a 16-bit era console in terms of art, sound and music.

I'm also experimenting tweaking and expanding core mechanics. For example, I've included the ability for cars to react to the player by braking and honking. This in turn has the effect of changing the pattern of traffic, making things more dynamic.

And I'm including gloriously violent frogger deaths. Because why not?  ;D
« Last Edit: March 31, 2021, 09:32:45 pm by shponglefan »

meyer980

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Re: Started developing a Frogger clone
« Reply #1 on: March 14, 2020, 06:38:33 pm »
Cool! With all the horns going on it sounds a little like music. Looks a bit difficult currently but I'm sure you're still tuning that all in.

nexusmtz

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Re: Started developing a Frogger clone
« Reply #2 on: March 14, 2020, 11:11:48 pm »
Maybe a special bonus for Connect-Four on the croakuses?

shponglefan

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Re: Started developing a Frogger clone
« Reply #3 on: March 15, 2020, 12:57:54 pm »
Cool! With all the horns going on it sounds a little like music. Looks a bit difficult currently but I'm sure you're still tuning that all in.

Y'know with the right horn tuning, maybe the horns could be used as music. :D

Difficulty level is something I haven't even started thinking about yet. My plan is to have progressively increasing difficulty with different obstacles and threats.  Right now I'm just experimenting with different gameplay mechanics to see what might or might not work.

Maybe a special bonus for Connect-Four on the croakuses?

That's certainly an idea!  :cheers:

shponglefan

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Re: Started developing a Frogger clone
« Reply #4 on: March 22, 2020, 07:29:11 pm »
New video with some progress. Tweaked some of the graphics and create animated turtle sprites.

Added an object on each lily pad (right now just a glassy orb) for the player to collect. The idea is that the player needs to get all 5 orbs to beat the level. I debated between this and the original mechanic of having a frog icon appear when the player successfully reaching a lily pad. However, I like the idea of having some sort of collectible thing the player has to get instead. The PSX version of Frogger uses the same idea.

I also experimented with modifying difficulty by changing the center grass strip to include a water section, plus the grey blocks that act as obstacles. It makes road navigation a bit trickier since you can't just go straight across.

Finally, added some music based on the classic Frogger theme. I'm hoping to expand this track into something a bit more interesting in the future.

« Last Edit: March 22, 2020, 07:59:31 pm by shponglefan »

shponglefan

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Re: Started developing a Frogger clone
« Reply #5 on: April 26, 2020, 05:41:06 pm »
Created an itch.io page and posted a playable prototype for download: https://phgames.itch.io/froggy

shponglefan

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Re: Started developing a Frogger clone
« Reply #6 on: May 07, 2020, 10:12:56 pm »
Been refactoring the prototype into a properly structured game. Once completed, my next step is to add more levels and experiment with adding more mechanics. I'm not sure if I'm going to include everything from the original arcade game, and I have some ideas for new mechanics of my own.

Ultimately, I want to expand beyond the original arcade game, particularly with different themed levels.

One big change I did make was extending the vertical resolution to 270 pixels. Previously I was using 224 pixels. This change brings the game more in line with the original arcade Frogger, and gives me more real estate to play with:

« Last Edit: May 07, 2020, 10:18:10 pm by shponglefan »

shponglefan

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Re: Started developing a Frogger clone
« Reply #7 on: May 07, 2020, 10:22:26 pm »
FWIW, here is a shot of my current Trello board I'm using to track this project's progress. It lists out my various development activities and a bunch of possible ideas for the game.


shponglefan

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Re: Started developing a Frogger clone
« Reply #8 on: May 10, 2020, 06:17:45 pm »
Updated Froggy to v0.11. It can be downloaded from itch.io: https://phgames.itch.io/froggy

The game now features four levels with proper level mechanics, menus, scoring, etc.

One new feature is the inclusion of trees. They are displayed from a top-down perspective and partially obscure things underneath them. When the player moves under a tree, it turns transparent.

« Last Edit: May 10, 2020, 06:33:10 pm by shponglefan »

thatpurplestuff

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Re: Started developing a Frogger clone
« Reply #9 on: May 11, 2020, 10:12:47 pm »
Definitely going to try this out, it looks awesome!  Keep the updates coming!

So once again, we find that evil of the past seeps into the present like salad dressing through cheap wax paper, mixing memory and desire.

Mike A

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Re: Started developing a Frogger clone
« Reply #10 on: May 11, 2020, 10:32:51 pm »
I like the trees, but I think they should just stay solid.

shponglefan

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Re: Started developing a Frogger clone
« Reply #11 on: May 12, 2020, 09:03:05 pm »
Definitely going to try this out, it looks awesome!  Keep the updates coming!

Thank you! I have a lot more planned for this game, so stay tuned!  :)

I like the trees, but I think they should just stay solid.

Thanks for the feedback. I tried the trees both with and without transparency. The main thing I'm trying to solve is a way to let the player know the tree trunks are solid (since they block the player). Hence, why I tried the transparency idea since it shows there is still something blocking the player.

I've got some other ideas to try, so I'll keep playing around with them and see what I come up with.

shponglefan

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Re: Started developing a Frogger clone
« Reply #12 on: May 17, 2020, 04:55:32 pm »
I've been working on some new features this past week: snakes and trains.



The train art is currently placeholder art as I work out the code for them. Once that is done, I'll create art for individual train cars and allow for the building of modular trains.

For the snakes, I'm currently on working on three different versions of snakes with different in-game behaviors.

Meanwhile, here's a video of a test level I built to try out the trains:


« Last Edit: May 17, 2020, 05:04:44 pm by shponglefan »

thomas_surles

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Re: Started developing a Frogger clone
« Reply #13 on: May 17, 2020, 06:09:59 pm »
That's really good. Love me some frogger. Would love this for my cab when you are finished. Coin button would be cool but I could live without.

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Re: Started developing a Frogger clone
« Reply #14 on: May 18, 2020, 10:48:38 am »
Would be funny to make a level that is pretty much impossible and then allow for the frog to go to the right and the screen scrolls right and a pedestrian bridge shows up down the road. :)

Looks fun.

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Re: Started developing a Frogger clone
« Reply #15 on: May 18, 2020, 10:54:25 am »
Niiice :)

Robbbert

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Re: Started developing a Frogger clone
« Reply #16 on: May 18, 2020, 11:12:10 am »
Thank you for this.  :)

shponglefan

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Re: Started developing a Frogger clone
« Reply #17 on: May 18, 2020, 11:13:12 am »
Would be funny to make a level that is pretty much impossible and then allow for the frog to go to the right and the screen scrolls right and a pedestrian bridge shows up down the road. :)

Looks fun.

Coincidentally, I did something almost along those lines recently when experimenting with the traffic simulation in the game.  ;D

I do like the idea of a hidden pedestrian bridge though.  :cheers:

« Last Edit: May 18, 2020, 11:15:18 am by shponglefan »

shponglefan

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Re: Started developing a Frogger clone
« Reply #18 on: May 24, 2020, 06:27:10 pm »
Published a new update to version 0.12. This update adds trains to the game, and two new levels featuring said trains.

It can be downloaded via itch.io: https://phgames.itch.io/froggy

You can press "Alt-S" on any level to skip ahead to the next one. Just in case you want to bypass the previous four levels.


« Last Edit: May 24, 2020, 06:34:47 pm by shponglefan »

shponglefan

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Re: Started developing a Frogger clone
« Reply #19 on: May 24, 2020, 09:03:44 pm »
I've been thinking a lot lately about where I want to go with this game.

Two features I've been strongly thinking about include:

1) Local (2-player) multiplayer. I am thinking simultaneous play in a quasi coop/competitive mode. I have no idea yet how it would work exactly, but as I work on the game, this will influence future design decisions.

2) Different character options. This ties in with the idea of multiplayer and allowing players to select their own character. Different colored frogs would be the easy way of doing this, but I think it would be neat to include other types of animals. Not sure which ones yet. I need to think of animals that 'hop'.

As I work through the code, I realize I need to do a significant refactoring of the core player/state machine code to allow for simultaneous play. That will take some time.

I also need to figure out Godot's input mapping options for player customization, since being able to custom map inputs becomes all the more important with a 2-player mode. Plus, I want this game to be cab friendly and that means allowing players to map to whatever inputs they have set up for their cabs.
« Last Edit: May 24, 2020, 09:32:33 pm by shponglefan »

Mike A

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Re: Started developing a Frogger clone
« Reply #20 on: May 25, 2020, 06:22:18 am »
I like the idea of simultaneous 2 player.

It will be interesting to see how you pull it off.

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Re: Started developing a Frogger clone
« Reply #21 on: May 25, 2020, 06:43:07 am »
Not sure how this has slipped my attention thus far but it looks pretty damn awesome man!

And 2 player frogger sounds epic!

shponglefan

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Re: Started developing a Frogger clone
« Reply #22 on: May 26, 2020, 09:31:17 pm »
I've been thinking of adding a countdown timer. The timer would start at 99 seconds or something. When the player completes the level, any remaining time would count towards a bonus to their score. The player's score in turn would be used for things like extra lives or other bonuses.

This gives a player incentive to complete the level faster to get a higher score.

In 2-player mode only the player who gets the final orb and completes the level will get the bonus from the countdown timer. The intent is to create incentive for players to initially try to get the orbs as quickly as possible to preserve time, but then compete over the final one for the bonus.

We'll see how this works in practice...

And @Titchgamer, thank you for the kind words! :cheers:

Robbbert

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Re: Started developing a Frogger clone
« Reply #23 on: May 27, 2020, 08:10:38 am »
You might want to mention that this won't run on a 32-bit computer - 64-bit is required.

Mike A

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Re: Started developing a Frogger clone
« Reply #24 on: May 27, 2020, 08:26:32 am »
The timer is also a good idea.

Nice work on this all around. :applaud:

shponglefan

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Re: Started developing a Frogger clone
« Reply #25 on: May 27, 2020, 03:29:34 pm »
You might want to mention that this won't run on a 32-bit computer - 64-bit is required.

I added a 32-bit build to the download page. I currently don't have a 32-bit version of Windows to test it on, but if you can try it out let if there are any issues running it.

Going forward, I'll make sure to release both 64 and 32-bit builds with each update.
« Last Edit: May 28, 2020, 05:28:04 pm by shponglefan »

shponglefan

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Re: Started developing a Frogger clone
« Reply #26 on: May 27, 2020, 03:33:40 pm »
The timer is also a good idea.

Nice work on this all around. :applaud:

Thank you Mike, appreciate the kinds words!  :cheers:

shponglefan

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Re: Started developing a Frogger clone
« Reply #27 on: May 28, 2020, 10:00:18 pm »
Been working on the snake animation this week.

I started by drawing a basic skeleton of the animation, focusing on just the core movement. The animation ended up being 6 frames total.



I then traced over the basic animation with the detailed snake sprite:



I'm also working on animation for the snake switching directions from left to right (and vise-versa). Between two directions and two direction change animations, this snake will have 24 individual drawn frames.

« Last Edit: May 28, 2020, 11:02:17 pm by shponglefan »

Robbbert

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Re: Started developing a Frogger clone
« Reply #28 on: May 29, 2020, 07:33:08 pm »
You might want to mention that this won't run on a 32-bit computer - 64-bit is required.

I added a 32-bit build to the download page. I currently don't have a 32-bit version of Windows to test it on, but if you can try it out let if there are any issues running it.

Unfortunately it doesn't like my inbuilt GPU. It wants me to buy a new one.

Mike A

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Re: Started developing a Frogger clone
« Reply #29 on: May 29, 2020, 10:04:38 pm »
I played the game a bit.

First, nice job.

You did a good job recreating the original game play.

Does the frog seem a little slow to move forward, especially through traffic? It might just be me.

I will play some more. I like it so far.

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Re: Started developing a Frogger clone
« Reply #30 on: May 29, 2020, 11:31:12 pm »
I gave it a try... plays good.  I've just got a suggestion for the menus.... your highlighted color probably shouldn't be gray.  I thought the thing was crashing on me because I accidentally selected exit the first two times I launched the game.  Also am I doing something wrong as my gamepad works for the menus but not the game itself.  I mean that's not a deal breaker by any means. 

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Re: Started developing a Frogger clone
« Reply #31 on: May 30, 2020, 05:49:20 am »
I agree about the menu. I thought the selection with the border would be the one selected, but it's the plain grey one. At first I was wondering why the arrow keys were backward, then I figured out what had been done.

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Re: Started developing a Frogger clone
« Reply #32 on: May 30, 2020, 01:22:56 pm »
Thanks for all the feedback everyone!

Regarding a few specific things:

1) Good points about the menu colors. I've changed them; in the next update, the menus should be more intuitive.

2) @Howard: The inconsistent joystick controls (menu vs game) is because I hadn't properly mapped the joystick for everything. In the next update, I'll have implemented basic gamepad/joystick support. Right now it will be restricted for Device 0 controls only (e.g. whatever Windows thinks is the first assigned joystick). In the future, I plan to implement an option menu so the player can choose their controller preference.

3) @Mike: The player's jump speed is constant regardless of their map location. The exception is their left/right movement when riding on a turtle or log. The game takes into account the underlying object's speed in addition to the player's own jump distance in that instance.

Mike A

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Re: Started developing a Frogger clone
« Reply #33 on: May 30, 2020, 03:58:38 pm »
Okay. So it's just me. Wouldn't be the first time.

shponglefan

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Re: Started developing a Frogger clone
« Reply #34 on: May 30, 2020, 08:10:03 pm »
Okay. So it's just me. Wouldn't be the first time.

It's a valid observation. I'll keep tweaking things and my hope is that I can get the player movement to a point where it feels appropriately responsive and fluid.
« Last Edit: May 31, 2020, 12:46:43 pm by shponglefan »

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Re: Started developing a Frogger clone
« Reply #35 on: June 02, 2020, 03:05:12 pm »
Published a new update today (v0.13). This version adds snakes to game!

Latest version can be downloaded on itch.io: https://phgames.itch.io/froggy

Snakes currently show up in levels 1-3, 1-4 and 1-5. They slowly patrol across the screen. I liked Howard's suggestion from the other thread to have the snakes chase the player. While they don't switch lanes, they will aggressively pursue the player if the player gets too close. They can also move through trees, unlike the player.

One note is that the current death animation when the player is hit by the snake is temporary. I haven't yet decided how I want to handle death-by-snake in the game. So I implemented a quick 'n dirty player dissolve for the moment.

There are a few other improvements including menu improvements and adding basic joystick/gamepad support.

Video of current version:


« Last Edit: June 02, 2020, 03:07:16 pm by shponglefan »

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Re: Started developing a Frogger clone
« Reply #36 on: February 22, 2021, 12:10:46 pm »
I know it's been forever since I last posted about this game. It's not dead though!  I've been chipping away behind the scenes trying to keep things moving.

I did publish an update back in November, although it wasn't a particularly flashy update since it mainly involved re-factoring the entire player code base.

Something I am experimenting with is trying to figure out how to incorporate a sense of urgency in the game. The original Frogger used a timer. However, in experimenting with that I don't really like it. I'd prefer something tied to the in-game world, rather than just an abstract timer.

One idea was having time-limited goals. For some reason, the first idea I thought of was having the player rescue other frogs that are strapped to bombs set to timers. If the player takes too long, the bombs go off.

Another option was having something like the Spelunky's ghost; IOW, if the player takes too long, some sort of threat appears that stalks the player in the level and adds more challenge.

If anyone has any ideas, I'd love to hear them!

Beyond that, I'm working on more of the back-end stuff, refactoring old code and trying to build a more modular code base for future development. Also currently working implementing a settings menu and the option to re-assign player controls. It's not flashy, but it's necessary.

shponglefan

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Re: Started developing a Frogger clone
« Reply #37 on: March 31, 2021, 09:36:16 pm »
Published a new update (v0.15) incorporating a settings menu for audio settings and custom keybinds.

Latest version can be downloaded here: https://phgames.itch.io/froggy

Figuring out Godot's system for handling custom input assignments took a lot longer than I original anticipated. I couldn't find any tutorials on doing custom gamepad/joystick keybinds, so I basically spent the past month figuring it out from scratch. But I arrived at something which seems workable.

Surprising that something that seems so trivial can take so long to figure out. But it's an important step especially as I will need a way to handle keybindings when I implement a second player.

There is still some more work to do on working on the custom settings and at some point I need to give the interface and UI graphics a much-needed overhaul. But for now, it's functional.


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Re: Started developing a Frogger clone
« Reply #38 on: April 01, 2021, 12:02:55 pm »
I like the cars reminds me of spy hunter

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Re: Started developing a Frogger clone
« Reply #39 on: April 03, 2021, 07:53:26 pm »
Thank you nitrogen_widget, appreciate the feedback!  :cheers:


In other news, been working on some more graphics for the game.

Below is a concept sketch of a title screen / main menu idea. I'm thinking about converting the game to a proper 16:9 aspect ratio, and possibly support 4:3 as well. This will open up more options for in-game interface elements.



Also, a rough sketch of a winter tileset theme. One thing I wanted to try to for the winter set is having ice flows that break apart the more times you hop on them.


« Last Edit: April 03, 2021, 08:01:06 pm by shponglefan »