Time Frack 2D – still hardly a game

I know it took a lot longer then it should have for such a small update but here it is. I added enemy characters and and you and them can both be pushed around and they disappear if you shoot them. The Wii version and now the PC version also both visually scale up the game nearest neighbor style the same way that Revolt of the Binary Couriers did well the GP2X version still uses the original 320×240 untouched image since that is what the systems screen resolution is anyways. Aside from that its the same.

Controls for PC and GP2X are the same as before and for Wii you hold the controller sideways (NES style) and use the d-pad to move side to side, the 2 button to jump, the one button to shoot and the plus and minus buttons to speed up and slow down time.

I’m not sure when I’m going to work on this again. It is something that I really want to make but I think I’m going to focus on They Do Not Die for now. I know I’m a horrible person and I never end up working on the shit that I say I’m going to do and I should finish this game and blah blah blah but hey that also means that I might end up switching back to working on this sooner then I plan to which is kinda a good thing right?


Download links for GP2X version

Download links for Windows PC version
Download links for Wii version

22 thoughts on “Time Frack 2D – still hardly a game”

    1. No problem 🙂 Since I’m making everything with SDL it makes it super easy to port things from one platform to another.

      Thanks for posting about it on your site.

  1. Hi, I wanted to do a game just like this ^^
    I would be really glad if you could release the source under a free licence.
    I would need a GNU/Linux version but I think it just need to be re-compiled.

    Would you be ok to release freely the source?

  2. Cheers for your source code!
    as soon as I can figure it all out, I know it’ll solve my game’s lag problems :S
    I’m trying to make a platform game just like this.. all I’ve implemented so far is moving left and right but its really slow for some reason. :S

    1. Cool. I’m a bit uneasy about the idea of people learning how to do things correctly from stuff I’ve written lol. I’ve never claimed to be a good programmer and I do a LOT wrong. but anyways I hope you can learn something useful from it. If you want to share the source for what your working on I’ll take a try at figuring out whats slowing it down.

      1. haha don’t worry about it. I suck at programming anyway so any help is a bonus.

        I’ve uploaded it here http://rapidshare.com/files/353978063/mikesplatformer.rar.html
        (I know it’s a rar, but tar.gz still sounds too pretentious for me)

        It’s not very intuitive looking but hope you can make some sense from it.
        you can only press left and right.. oh and return to play music.

        SDL_delay is 5 for PC, so it’s fast but I’m intending it to be for GP2X.. but even without a delay it’s slow.

      2. Rapidshare is too busy right now to download from (I dont have a premium account) but I’ll try again in a couple minutes.

        Rather then consistently doing a SDL_delay of 5 you should have the delay based on how much time has passed since the last frame. That way you can get the game running at a more consistent rate (it wont delay as much when the games running slow and will delay more when the games running too fast). You can check how it was done in Time Frack for an example (which I really just copy pasted from http://lazyfoo.net/SDL_tutorials/index.php ).

  3. Cool yeah that makes perfect sense. I’ll put that in as soon as I can figure out why its so slow on the gp2x.
    (trying to debug things before moving on.. I thought maybe for once I’d actually make something that doesn’t have any bugs lol)

    1. Got it. A few additional quick notes:

      In placeHero() you shouldn’t need to be calling SDL_SetColorKey every time you draw the character on screen. Just do it once right after you load the image.

      in drawBG() since the sprite is going to cover the full screen anyways there is no need for doing SDL_FillRect first.

      It doesn’t seem like your optimizing the surfaces (hero or bg) in any way. It makes a bigger difference in speed then you might think to make sure that the surfaces your drawing on screen have the same bit depth as the screen. Check this out: http://lazyfoo.net/SDL_tutorials/lesson02/index.php

  4. Ah cool! Thanks for all those ideas.. simple things I should have realised myself.
    A second pair of eyes can really help! thanks.

  5. Holy crape.. why didn’t I optimise before?
    Oh man, just having..
    bgOrig = IMG_Load(“files/bg.bmp”);
    bg = SDL_DisplayFormat(bgOrig);

    ..speeds up the game loads.
    Thanks man, saved my life.

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