unfortunately not yet :/ and i super duper agree, web exp is unbelievably incredibly convenient
I have decided to give Squaeyron the pushing mechanic, and Starlynn the same mechanic as the weapon in Raccoon with a Broom via its Dash button.
Itâll also open some teamwork opportunities, as Starlynn would be able to launch the block forward to where Squaeyron wouldnât be able to push it to (like in the middle of spikes, for example).
Also, did you notice that Squaeyronâs Ground-Slam is visually powerful (since beta 02b), and that the impact launches the enemies and crates a little bit into the air? (but only where they are on the ground).
The only difference, regarding using the mechanic from RwaB, is that Starlynn will only be able to launch the crate from the outside. This will allow Squaeyron to help Starlynn in this situation, as they can push the crate from the inside.
Do you think I should keep the current crate boosting mechanic, or should I make it more realistic so that the crate is only launched into the air if Squaeyron doesnât slam on the crate? It would also give the player more reasons to use Starlynn to advance through the level.
Hey @Crosbyman64 what if there was an enemy, just like the chomper (or something else), but its gravity is reversed and you kill it by jumping under it? (Maybe it damages by blasting lasers, but that would probably be hard to do)
@MarkerGames I have already come up with 10 enemy types. Thanks for the suggestion, tho.
Spiked Critter was renamed to just Critter, btw.
If you want to know the inspiration
Yes, I got inspired by Spy Guy 96âs game
Frog â Chomper
Bear â Chaser
Gorilla â Mega Chomper
Bird â Jumper
Venus â Turret
Croc â Sleeper
Iguana Hut â Spawner
Tropical Bird â Chuck
the other 2 enemies not mentioned above are original.
Unfortunately not, but if you add it from the iOS app, you can use those images on the web
hopscotch is fun
I 100% agree with you on that one.
@Crosbyman64
Wait, is there going to be a specific enemy that can only spawn from the spawner? (The Iguana Hut only makes Iguanas)
I havenât figured that out yet, but I might make it so you can choose which enemy is spawned. The Spawner can be destroyed by slamming it.
@Crosbyman64
Thereâs a bug where something suddenly jumps in the sky, and then doesnât have a scroll code.
https://files.catbox.moe/f7h5al.MOV
Unfortunately, I cannot fix that. This is exactly why most local collision platformers only scroll horizontally. Itâs occurs when an enemy is unloaded in both directions at once, which, for some reason, causes everything on the screen to freeze (so theyâre basically like ghosts due to a repeated destroy).
Iâve head this happen before, and thereâs an easy fix.
First of all, this is not just because the screen scrolls both directions and can happen for other reasons as well. This project uses local collision and has scrolling in both directions, but it doesnât have this problem.
So whatâs the issue? Well, this happens when a object runs more than 1 âdestroyâ block in a frame. I donât know why this happens, but you can get around this by replacing all destroy blocks with this code.
Welp, first time I was wrong.
Released Beta 03a
- fixed an issue where the items would turn into ghost items when an item with quick despawn unloads in both the x and y directions at the exact same time.
- I added a check via âunload preventionâ that forces the item to only be unload in one direction at once, instead of multiple, which prevents multiple frame destroys from happening (it also means Iâll be able to reduce the unload y to -192 from -256 (same for the height, from 256 + height to 192 + height).
Obviously the way Spy Guy does is much more effective, especially with enemies that are destroyed due to being too far off screen.
Beta 03b
- I did what Spy Guy 96 did, so the ghost entities issue should never occur again.
- fixed a potential issue that could occur when an enemy is destroyed at -512 in both the x and y directions (same for the opposite side).
- reduced the loaded range.
i have read this 12 times and still donât understand this
I know right. I havenât been on in like a year
Welcome back
A ghost item occurs when more than 1 destroy block is run at once. It basically destroys the code inside the object, but fails to actually destroy the object fully.
@Gynn
How do I make Tapping Torture [1]âs auto clicker work when the user isnât playing?
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Tapping Demons âŠď¸
So like a offline auto clicker
you cannot, however what you can do is to automatically calculate at the beginning of the game. letâs say i have not played your game for exactly 60 minutes, and i have a tapping robot that taps twice per minute. exactly 60 minutes later iâll come back, and the code will execute +120 taps to give the illusion the game was keeping tapping when i wasnt on hopscotch