I realized this video doesn't do a great job showcasing the one way platforms. Here's a better one:
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.
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.
Since then I've started working on using #ldtk as my level editor. I really like the autotiling and world based workflow. I'm writing a library for reading/importing the files in #zig, 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.
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.
I didn't think I cared much for #fighting #games 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!
Trying out my #pinephone again. It seems to be
working better than in past attempts. Started with
#postmarketOS and #Phosh, before trying to use #sxmo
Unfortunately I managed to screw everything up when
I attempted to use sway. Now I've reflashed with Arch
running #plasma 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: https://www.patreon.com/posts/ui-on-wasm4-66163847
Amateur Game Developer, Programming Student. Currently job seeking.
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