One of my earliest game projects, Mega Marble is a 2D platformer inspired by the 3D Marble Blast Series. The player controls a ball that can roll left or right and jump and has to collect all the gems in a level before reaching the end and continue to the next level. Mega Marble has 20 unique levels that provide different challenges to the player and high scores are saved allowing players to push the limit. Mega Marble is easy to play but can take a lot of precision to master.
Along with the timed levels there is also a free mode where the terrain will be generated on either side as the player moves allowing to aimlessly jump and roll forever.
This game was made using an existing framework that I built upon that did the core architecture and graphics. I implemented the physics, collision, gameplay logic, sound engine, and made the vector art.
Levels are loaded from text files that have a 2D array of ten different characters that will load up certain objects in that spot. Collision between dynamic objects and the platforms is done using a binary collision array. This was a simple and fast way to detect and resolve collision between the player and the platforms yet effective.
Along with the timed levels there is also a free mode where the terrain will be generated on either side as the player moves allowing to aimlessly jump and roll forever.
This game was made using an existing framework that I built upon that did the core architecture and graphics. I implemented the physics, collision, gameplay logic, sound engine, and made the vector art.Levels are loaded from text files that have a 2D array of ten different characters that will load up certain objects in that spot. Collision between dynamic objects and the platforms is done using a binary collision array. This was a simple and fast way to detect and resolve collision between the player and the platforms yet effective.

