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.it's on this screen, the spikes at the bottom don't hurt
I will take this is a hint to make more sound effectsJust 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.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.
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.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!