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Cart #confused_captain-26 | 2022-01-07 | Code ▽ | Embed ▽ | No License

P#102388 2021-12-11 11:34 ( Edited 2022-01-07 12:30)

Oh, Finally Completed.

P#102389 2021-12-11 11:36

The wall jumping you have here is tricky, @lily.kensa.

Consider this. If you are jumping and holding a direction, you will always jump in that direction even if pressed against a wall.

If you are jumping without holding a direction key and facing a wall, you will jump in the opposite direction of the wall.

These are standard movements with games that have wall jumping. Look to CELESTE level 2 for a good example of this.

P#102421 2021-12-11 18:33 ( Edited 2021-12-11 18:36)

Thank you! @dw817

I've fixed it, it becomes easier to jump!

P#102453 2021-12-12 06:11

A bit, still pretty tricky with the way you have it. Here, play the CELESTE game level 2 for yourself to see what I mean. Follow the movements just as I have them to see how easy it is to bounce up without holding the arrow keys.


Once you are facing a wall you can jump straight up, then still facing the same wall and with no distance between you and the wall - jump AGAIN, then it jumps in the opposite direction and you can bounce up a chasm or narrow set of walls.

P#102454 2021-12-12 06:23

I completed it, and there were some fun parts, but I'm afraid I agree with @dw817 that something is off with the wall jumping. I've never implemented it myself, but I think they're right that, if you've already jumped into a wall, it shouldn't matter what arrow you're pressing. To get up some of the "chimneys", like this one, I felt like I was more mashing buttons as quickly as possible than developing skill.

Two other requests:

  1. After getting the "Accelerate" skill, can there be at least one room with no spikes so that we can experiment with it and find out how far it takes us?
  2. The "builder" and "eat block" skills caused trouble when I released an arrow key a moment before I released the "x" key. I'm not sure how best to improve this. Maybe if you're holding the cursor over a buildable square, and releasing the arrow would move the cursor to a non-buildable square, the cursor remains "locked" to the previous square, at least for a few frames?

But well done on getting so many distinct skills into a cartridge. Here's what I finished with.

If this is the final design, could there be a checkpoint in this end room so it's easy to see our final lives (or deaths) count?

P#102458 2021-12-12 10:40

After being reminded by the masters, I finally tried to change my jumping physics. I also found that it becomes easier, thank you!
Also, about trial of the acceleration, I have added a platform, hope it will be helpful!

P#102549 2021-12-13 08:35 ( Edited 2021-12-13 08:40)


Thank you, that makes the "chimney" areas more fun. However, game mechanics are hard: in this level, I now wall-jump so far to the right that I hit the spikes a lot.

Regarding the "acceleration" skill, that's not quite what I meant. What I'd like to have is a room where correct use is necessary to pass, but failure just means you walk back and try again, without hitting any spikes. Something like this:

You have written a very slick and fast-paced game, and that is a good thing. But it also means that, when we're just learning the skills, death can leave us blinking and asking "What just happened?" So give us a chance to think we know when we're doing, then confront us with a room full of spikes.

Challenge for other players: get into this corner.

P#102556 2021-12-13 11:26

Oh, I know what you mean now!

P#102564 2021-12-13 12:14

By the way, You can do a high-jump first and then double-jump to get to the wall.

P#102566 2021-12-13 12:58 ( Edited 2021-12-13 12:59)


Yes, that's exactly what I was asking for. Now it's easy for the player to understand what difference the Acceleration skill makes, and we have to learn to use it in order to proceed. I think that's what game and level designers call a "Skill Gate".

The door on the right-hand side to get a peek at future areas is neat too.

P#102616 2021-12-13 21:55

I just cliped into the wall and can't get out. This means that I have to restart. Maby you shuld make it so that this can't happen

P#113446 2022-06-21 18:32 ( Edited 2022-06-21 18:33)

how 2 wall jump
ok did it

P#113674 2022-06-26 13:34 ( Edited 2022-06-26 13:35)

softlocked myself on purpose just like CMeBMe

P#113732 2022-06-27 16:18 ( Edited 2022-06-27 16:19)

My favorite game

P#119132 2022-10-15 00:38

Hi @lily.kensa:

Your spikes don't stick out as much as I think they should due to their dark color. Here now they are imposing and show signs of use.

Cart #confused_captain_mod-1 | 2022-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

The graphic spikes are the only change I made.

And YES, that wall-kick is awesome now. Very easy to work with.

Nicely done ! Gold star accomplishment.

P#119135 2022-10-15 01:11 ( Edited 2022-10-15 01:41)

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