I realized this video doesn't do a great job showcasing the one way platforms. Here's a better one:

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I was inspired to add them after playing The Messenger, which makes great use of them. One thing that really stood out to me with it was the unlimited wall climbing. Before playing The Messenger I would have though that would make a platformer too easy, but I have been proven very wrong on that account. I do wish it didn't send you as far back on death. I really liked the way Celeste handled it, since it lets you practice the difficult sections a lot easier.

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Oh, one new user facing feature I've implemented (but not released) is one way platforms! This has made the level design easier and the platforming less tedious.

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I still have a lot to implement, so I'll probably get half of that at most. I have a couple ideas knocking around for giving Wired more depth. Now that I've got the asset loading code working better, I want to try out those ideas in game.

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Since then I've started working on using as my level editor. I really like the autotiling and world based workflow. I'm writing a library for reading/importing the files in , and then I made a build step that reads the ldtk file, converts it to the games custom binary format, writes it to a file, and then passes it to the game to embed. Each level is about 450 bytes, so theoretically I could fit roughly 80 levels into the game, assuming my code size stays the same.

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I don't think I've mentioned it on here but I've been working on my game Wired, for the fantasy console: desttinghim.itch.io/wired

I released a 0.2 version that added a couple puzzles and made the controls more forgiving.

I say this after spending most of my Saturday trying to perform one combo in Skullgirls. It required two quarter rolls right after each other, and that's after a three hits, a launch, and three more hits. I probably should have put the game down sooner (I was well past the point of diminishing returns) but I really wanted to finish that tutorial.

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I didn't think I cared much for until recently. Dropping in for a game of smash bros. occasionally was my only exposure to the genre, and I didn't find it particularly compelling because I was constantly losing my place on screen and dying to players who had spent more time on the genre.

I've now played through part of Thems Fightin' Herds and Skullgirls tutorials and I get the appeal of the genre now. The sense of progression and mastery (even if just a little bit) is fun!

@desttinghim still plenty of bugs to work out though.
Biggest missing pieces for me so far are a
client supporting encryption and a convenient
client.

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Trying out my again. It seems to be
working better than in past attempts. Started with
and , before trying to use
Unfortunately I managed to screw everything up when
I attempted to use sway. Now I've reflashed with Arch
running mobile. Plasma is much comfier for
me than phosh so far.

I've also got a patreon started, which I'm going to start sharing. I'm not expecting anyone to contribute at the moment, but I want to start making moves towards making game development sustainable for myself. Here's a link: patreon.com/posts/ui-on-wasm4-

Made a quick blog post about my adventures in writing a GUI library for game development: desttinghim.name/posts/wasm4-u
I plan to talk more about this in the future.

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