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What do you think?

Will you publish early versions? I'd like to play

i have made a video on this game completed level 1-4 its awesome

I WANT THIS GAME

I'm excited level editor.

I like level editors anywhere

pleasepleaseplease. RELEASE ITTTTTTTTTTTTTTTTTTTTT

Game Soundtrack

10 songs

Supporters


Rocket Shipment is a tricky physics based rocketship delivery game with an integrated level editor.


Join the Discord community and help me improve the game!

The game now also has a Steam page!
GameJolt does not support giving a Steam key on purchase. If you desire to have a Steam key as well, please buy Rocket Shipment on itch.


Rocket Shipment is a fresh take on the old space classics like Lunar Lander, Crazy Gravity, Solar Jetman and Gravity Force to name a few.

Fly, grapple, puzzle and refuel all while exploring caverns and fighting gravity in this physics based delivery game.

If the main levels are not tough enough for you, make your own with the in-game level designer.

Haul stuff around

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Build your own levels

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  • Deliver crates while running out of fuel and being shot at

  • Navigate a spaceship through tight and challenging spaces

  • Play a range of challenging levels

  • Use the level editor to make your own

  • Pure physics based fun

#scifi #puzzle #singleplayer #pixelart #space #spaceship #retro #strategy #caveflyer #cave #flyer #moonlander #lunar #lander #arcade #platformer #leveleditor



all-ages

The load level screen is coming along nicely. For now it only shows 2 possible levels to choose from, but the levels that are shown are actually fetched from the game folder and clicking will actually load the chosen level! The base code is in place!

I've now implemented a basic re-usable system for creating and closing screens.

This basic system will be used for the "load level" functionality I'm working on right now.

The next step is to populate this screen with a list of levels to choose from.

I added a save button to the editor. This way I can save my current level to disk. I already have a system in place to read the file and generate the level out of it.

Next on the to-do list is a Load button with a pop up window to choose a level.

Added a tile editor in the debug menu.

Now I can create levels on the fly. The goal is to be able to create levels and immediately test them. I still need to build a save and load function and need to fix the game getting slow when adding too many.

It's been a while! I've been focussing on integrating UI elements in the engine. I'm finally at a basic stage where I can easily create working buttons and panels.
I also added a custom cursor and am now working on a editor to use in-game.

Most feedback about my last parallax implementation was that I should create more layers with stars, so I did exactly that!

This is the result of 5 different layers that move independently at different speeds.
I LOVE IT!

Implemented parallax background!

Had to figure out some calculations, but now my engine supports screen-fixed, world-fixed and parallax backgrounds all generated from a single background tile.

I solved a weird bug where the ship would keep repositioning when laying on its side.
The cause: When a point of the ship collider enters a tile collider, it "solved" the collision by moving the ship to the closest tile corner instead of collider line.

I'm glad to finally show you guys some good physics results!
Writing and implementing this is one of the most complicated things I've done.

There are definitely still some annoying bugs, but they are manageable and I am confident to solve them.

Wow, i hate physics.. Rotation screws everything up -.-''

It works for some cases, but some other cases rotate the wrong way. It's all a pretty complicated puzzle to crack.

I'm confident I can stabilize everything eventually, but it all takes so long...