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Defined in obj_Controller_Step_1

///Shortcut keys
key_r = keyboard_check_pressed(ord("R"));
key_esc = keyboard_check_pressed(vk_escape);
key_m = keyboard_check_pressed(ord("M"));
key_l = keyboard_check_pressed(ord("L"));

if (key_r) {
room_restart();
}

if (key_esc) {
game_end();
}

if (key_esc) {
room_goto(rm_Title);
}

if (key_l) {
room_goto(rm_Lobby6);
}

if (key_m) {
room_goto(rm_Title);
}

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I have a control object for each 'type' of room. There has to be a better way.

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In Color

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When there is a potential match, the sprite will jiggle.

Note - found making animations in Photoshop to be extremely easy :)

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Reality check....

Game type - Match/puzzle

Title Page, intermittent pages, etc will have dialogue about the story, not showing (someday, maybe).  You must collect Light by solving the puzzles/match game rooms.  After solving each room, you return to heal a creature.  Some puzzles will contain creatures of Dark that are there to block you from gaining the light.  You will have to find them and destroy them in these puzzles in order to gain the light.

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To be colorized - deciding color scheme

There will be at least 6 types of these sprites, as well as star, heart, 3 types of bombs, and more. Developing new sprites as levels progress and they become needed.

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2 days left and I still don't have a working complete game.  I may have bitten off a bit too much.
The scrolling platformer/puzzle game has been re-scaled several times.  It is now a platform lobby + puzzles (no scrolling).  The etherial player character has become a little comical character, that farts.

So, the player starts in a lobby where they collect stars for points and fruit for lives before entering the next room, the puzzle.  If they solve it, they go on to the next lobby where they collect again, but may also meet up with a baddie and have to get the fruit before it.  If they don't solve it, they go back to the previous lobby to collect again.....
The stars can be used to purchase powerups for the puzzles.

How many lobbies do I make? Puzzles? and my transition from lobby to puzzle room is not working correctly. Frustrating!!!

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Match completed

fins via Freesound.org

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Puzzle screen background loop

askeseverin via Freesound.org

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Level completion

Seidhepriest via Freesound.org

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Light collection

fumiya112 via Freesound.org

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Title/Main Screens music

Setuniman via Freesound.org

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Game 'type' is changing due to abilities.  Now the game will be a 'match' game/puzzle with the same fantasy/scifi feel.

Object is still the same, to increase the 'light' creatures.  'Dark' creatures will now be 'attacking' between puzzles and it is up to the player to build up enough 'light' to either convert or combat them.

This really needs animations, but I will work with what I have and can.

Level progressions

Level 1 - 10 easy, getting the feel for the puzzles.  Introducing the world.

Cheats - Will create sweepers (I don't want to use 'bombs') cheats, life add cheat, and light cheat.  Level skip for the purpose of testing, game restart, game quit.

Ongoing game, need to research the mechanics of how that codes.  Saves?

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Title screen

Colors/composition are subject to change, but this is the concept.

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Animate player character
forward movement
stop
upward
downward
backward

on keyboard press....

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In your world (name?), your race keeps the balance between light and shadow. It is your job to 'touch' the gracefully floating creatures, imbuing them with light and color.  If the creatures are not taken care of, they become shadows, colorless, grey, or black.  These creatures will attack the light creatures and your kind.  If they overrun the world, they will destroy it.  You must keep the balance.

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Does a game have to tally a score?

A tally of light and shadow creatures will be kept.

Fade rate will increase if the shadow count => the light.

Shadows may be recovered at colorless and grey, but with damage to the player.

Black cannot be recovered.  It can only be destroyed with pure light.

Pure light is gained with each creature you 'imbue'.

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A scrolling background?

Need to get the scrolling platformer under my belt in order to see what I can do here.

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The music must give a sense of floating, wonderment, fear when needed, heroic when needed...

Original compositions with influence from one or many of the following:

Soundtracks I would use for inspiration are Halo 4, Journey,

Songs like Nightsong from Warcraft Cataclysm, Fairy Dance from the Movie Peter Pan, Shadows and Light by Trevor Morris, House of the Vine by Mick Gordon.

Composers/writers like Lorne Balfe, Gustav Holst (The Planets - Neptune)

Requiring licensing???:

Orchestral versions of songs like Linkin Parks Not Alone, Non c'è più (Symphony No. 9 In e Minor, Op. 95 "From the New World": II. Largo - Dvořák)

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Game idea 1

To swim a dry ocean......

A platformer with reverse gravity, where the player's character literally swims through the game, but you are not under water.  The setting is an alien world where you float, not walk.  This can cause complications in movement, just like swimming, when you need to fight against air currents, avoid falling items (getting trapped under one is not good), and more.  Flowing creatures float around you, some you may catch a ride on, while predators hide among the various platforms that you must reach for resources and to recharge.  Needs to have an awesome audio track, much like Journey did.

What is the goal??
Gather resources to what end??
Colors in pastels while in a non-combative or dangerous situation, but they become harsh bright colors otherwise.

This would be best in 3D, but for the purpose of this project, 2D.