[4.5.9] Arcade Platformer Concept

CluckFox

Active member
it's on this screen, the spikes at the bottom don't hurt
I hate those spikes so much. I forgot to change them back to hurt tiles, possibly on purpose. I used that level to do play testing on many, many failed iterations of the jumping-rope mechanic.
 

Logana

Well-known member
Just played though all the levels. I like the fall away blocks and that player has a lot of lives which would suit increasing difficulty jump challenges. It would be great if some levels were only beatable if player jumps at the correct moment as the tile underneath crumbles, Indiana Jones style. Obviously, some sound effects would make the levels a lot more safisfying.

Not too sure about the jump thru trampoline. First play trough, I actually thought it was a double jump mechanic but only on that level. I think I just found it confusing because players isn't actually on the rope when second tap springs player off it. Also, one of the levels (last i think?) I dropped into the bottom onto spikes but didn't die. Minor, I just wasn't sure if I was supposed to be able to drop down there or not.
I will take this is a hint to make more sound effects
 

CluckFox

Active member
Just played though all the levels. I like the fall away blocks and that player has a lot of lives which would suit increasing difficulty jump challenges. It would be great if some levels were only beatable if player jumps at the correct moment as the tile underneath crumbles, Indiana Jones style. Obviously, some sound effects would make the levels a lot more safisfying.

Not too sure about the jump thru trampoline. First play trough, I actually thought it was a double jump mechanic but only on that level. I think I just found it confusing because players isn't actually on the rope when second tap springs player off it. Also, one of the levels (last i think?) I dropped into the bottom onto spikes but didn't die. Minor, I just wasn't sure if I was supposed to be able to drop down there or not.
I did a bad job checking all the collisions, no other reason for the spikes not to work.

I don't plan on using the rope trampoline gimmick ever again. It's kinetic artwork for the tech demo ;) I got some great feedback from @SpiderDave on Discord and I'm making plans for a lot of cool player-movement mechanics using the heretofore-unbound B-button.
 

CluckFox

Active member
Here's a slightly updated ROM to fix the missing hurt tiles.
 

Attachments

  • cluckfox_castlejumper_202104071610.zip
    19.9 KB · Views: 4

TolerantX

Active member
Here's another ROM and code update. I tried to simplify and clarify some things. I also moved most of the hard-coded collision types and tile coordinates into object variables for the tile-swapping objects.

Feedback and criticism is welcome. Questions are encouraged. I realize this lacks a lot of NESMaker-specific context so I'll post answers here as requested.

Enjoy!
hey man I love this mechanic. It reminds me of castlevania crumble tiles. Can you please please do a tutorial or write up on how to do everytihng to make the crumbling tiles happen? I can see it has to do with timers and I guess it would be a few tiles on that tilesheet that it would cycle through as you stand on them. can you please do a full explanation? thank you.
 
Top Bottom