
About
PlatTAG is a Shooting Action Platformer Game, for Windows, made in Stencyl.
Made in December 2022 for both Fundamentals of Game Art and Technology assignments. (Semester 1)
In this development, I learned the process of creating pixel art, tilesets, and spritesheet animations. I utilized Adobe Photoshop for the sprites, and After Effects for the animations and visual effects.
How to Play
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Player must explore 3 levels and find an exit portal to progress
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They have to find levers and activate them to open the way to the exit
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Player has to reach the exit portal of the 3rd level to win the game
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There is a Timer that records the time taken to win and records the best time
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Each round of any level will spawn props and enemies randomly around the map
Software Used





Credits
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Stencyl - Game Engine
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Adobe Photoshop – Pixel Art and Sprites
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Adobe After Effects – Animations & VFX
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FEAR - SFX and Voice
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Chivalry Medival Warfare - SFX and Voice
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Counter Strike - SFX
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Star Wars – SFX
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Various video games – SFX
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Audacity – Audio Converting/Editing
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MP3 tag
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The Night Comes For Us – Night Club Fight OST
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CryNN – Hyperior
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Hotline Miami OST
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Irving Force – Sewer Wars
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Megadrive – Video Stalker
Lecturers:
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Mr Yap Chin Kein
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Ms Ng Yiing Y’ng
Behind the Tech

Aim at Mouse
If mouse is left of player, flip player and arms horizontally, and vice versa.
If Aim at mouse is true, point arms at the mouse using atan. If facing left, add 180 degrees offset. Otherwise if Aim at mouse is false, then point arms towards 0 degree.


Moving
If right button is down, add positive x speed. If facing right, play run forward animation. If facing left, play run backward animation. The opposite for moving left. If no buttons are pressed, set x speed to 0 and play idle animation.


Jumping
Set jump count to 2 when on the floor. If jump button was pressed, Jump count must be more than 0. Minus 1 jump count. Set y speed to 0 first to counter gravity, to make jump height consistent. Push player up with jump force and play jump animation. If jump button was pressed again, Double jump on the last jump count, minus 1 jump count.
Do motion blur effect on double jump by spawning fading actors that look like the player.
If player is falling but didn’t jump before, set jump count to 1.


Switch Equipments
If a number from 1 to 5 was pressed and that equipment was not already equipped, the player would switch to that equipment. If it is an item that requires ammo, then ammo must be above 0 before allowing to be selected.
The last selected item will also be recorded for later.
