Use WASD keys to move around. Avoid the blue balls and try to reach the yellow goal. Have fun, good luck! And press '0' on level one to enter speedrunner mode. ------------------------------------------------------------------------- This was our first collab on a project that was inspired by something on Cool-math games. We had a lot of fun making it and hope you have fun playing it! -The Impossible game team Total time: Three people, One month, at school,l and at home..... DISCLAIMER: You may notice the same game posted under the account cs3244787, that is my school account!
Credits: Our Teacher, Mr Shepard Coding: Owen Silva, Vincent Magge Level Design and Idea: Kyle Hoggard Music: Skrillex - Summit - Flyboy remix UPDATES: -Fixed the weird death issue when taking the middle right path. -Technical speed improvements by changing the number of clones spawned -Fixed an issue where dots would sometimes become out of sync -Added a 0.05 second grace period when hit by blue dots for allowing close-even touching-calls as long as something just grazes you. Turn this off in case there are collision issues! -The menu is reactive to the mouse in two ways -Added music -Added a dust particle effect -Outlined the shapes -New debug: 'M' key advances one level -New modular system for the obstacles -New modular speed system for the obstacles -General polish improvements -K allows you to faze through walls -L makes you invincible -P adds one fail to the counter -N adds a new node for the obstacles -Added a return to home effect to the player -Added a flash effect to player and obstacle when colliding. -Got the obstacles working on level 2 -Fixed a few collision issues on level 2 -Polished and got level 2 generally ready. -Added particle system support for level 2 -KYLE: Did a LOT of polish on level 2 and got it ready for production -VINCENT: Worked on the pause menu and fixed multiple issues -KYLE: Working on a fan-made level. -Space bar adds a node to the goal system -A complete overhaul of the collision detection system! -Speedrunning system -Level title cards -Completed functionality of level select -Vincent: Completed functionality of credits -Kyle: Added 3 new levels -New tamper protection systems, protection against: Removal of scripts Changing of allowed usernames Turbo Mode (Coming soon) -Added Thumbnail -Added functionality for locking of levels that are not completed. -My record: From LVL 1 to Low-ground: 0 fails, 31.25 LVL avg 160.1 time END UPDATE LOG FOR JAN 28 Updates on 4/12 in quarantine -Bugs: S-1-A-3/7 4-14 "Unwanted player movement when starting an instance" S-1-A-5/7 1-3 "Level select going blank when accessing a level with missing data" -Added a button system that allows you to chose position (In one string only each coordinate MUST be 4 letters long with NO spaces) how far in it should be pressed, what levels they should appear on, and which way they should be pressed in -Finished 'Escape room' by adding in button and block -Added block system that disappears when a button is pressed and can be chosen where (Using new Pos system, see above for how it works) it should appear and when in the future what size/shape you want will be a factor. TODO: Make each button have a unique ID so you can have multiple buttons per level. Also, make it so you can change what ID blocks listen for -Polished 'Escape Room' -Added tutorial telling you buttons open doors and that yellow is the goal and blue are dangerous and that there is a level select -Added obstacles to 'Escape Room' level -Various bug fixes -Polished the obstacles on 'Thin Ice' level -Added a reload button in the pause menu to reload the level -Anti-cheat heuristic improvements -Made 'Ghost shadows' slightly easier -Disable 'Z' variable config as it confused some people -Made 'Z' mouse pos and 'P' death add configs dev only options to prevent confusion on the players part -Made slight changes and enhancements to the in house physics engine to support the new block system -Polished Geometric scale and taking cover -Updated escape rooms level select information -Multiple more polish improvements to 'Thin Ice' -Updated collision detection information on 'Escape Room' -Work towards making the button system able to support multiple and clones -Added a mute music button which uses cloud variables to remember your preference -Added a localSize variable to the pause menu buttons so no matter the starting size they will all try to get back to there normal after mouseExit -Added the ability to skip the tutorial to prevent players from getting frustrated when looking for the level select -Fixed a typo in the credits -Implemented the collision, dust, level name, level select entries for the new level subatomic -Lot's of polish work for subatomic 4/17 -Finished Button Cloning System -Multiple performance issues and bug fixes -Made doors flash when the player went near its respective button to make it clear what door would be opened 5/17 -Improved the obstacle placing tool so it now gives tips allows changing size and gives a preview of the obstacle. -Added a new debug '8' key that automatically skips to a certain level every time the game is started for devs. Set level to 0 to disable. -Added door cloning system so it now supports multiple doors in one level listening on different button IDs. -Added doors and buttons to new Subatomic level -Implemented Y pressing system for buttons -Implemented new costume chooser for buttons