SamSuka
Zedrin
Zedrin

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Platformer Pivot Update! (Download to play)

In this version:

-Improved friction, making landing and platforming a bit easier

-MUCH improved sprites

-Fixed a few bugs where you could jump up through platforms. Didn't fix all instances of this issue, though.


To add to the core build:

-Improve sprites further (remove banding where possible (and there's a lot on some sprites), fix errors, etc.)

-Add sprites for wall-mounting to let user know when they can walljump

-Add effects when a double jump is performed to let user know they have successfully jumped.


SO I'm putting work into this again. I think I'm gonna forgo using slopes in a final build.


My plan for the game isn't zealous or anything: You basically navigate around a big map and activate nodes/collect stuff via walljumping, ground-pounding, and double jumping over obstacles. Maybe activate smaller robots or something that say stupid things (think Cat Planet).


For level design, what would work well? Does a sliding camera seem to be a good option, or would it be better for you to move room-by-room? Does this movement system favor lateral movement or vertical movement more? What kind of hazards or obstacles would you want to see? Is the walljumping enjoyable?

Platformer Pivot Update! (Download to play)

Comments

good feedback o3o Eventually I'll start designing a level (or series of rooms) that are a bit more open so there's more lateral movement. Just need to decide if it's strictly room-by-room or if any of the rooms are so big that they still require a sliding camera.

Zedrin

-I think a mixture of lateral and vertical movement would be fine, though it feels smoother moving laterally -I LOVE the walljumping! -I personally prefer the room-by-room style, but sliding cam can work just as well -Definitely mobile hazards, both vertical and horizontal, and maybe some spikes >.>

Andrew Rounsville


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