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Platformer Progress - Test Room WIP,
Hello to everybody, Ive come by again with a relatively quick post, as most of what is being done doesn't yet have too much to show yet, but still I will try to make notice of them here. For the part I can delve more into, I mentioned in the past working on a test-room to get my flying enemies in a semi-natural setup. Well there's a room for them that incorporates placing them around and meshing my more natural/dynamic flooring together. I want to implement coins and other ob
jonathanluitjens
2 days ago2 min read


Platformer Project - Dive Test; Chains and Bounce Off mechanic V1
Hello everyone again, I'm back again with a quick to explain this time entry, the trial and error to make it work however having been less quick. In a short form, I DO have (at least trial run version of) a proper kick-off from a Dive, the ability to launch up for height and be enabled to chain dives back to back in spaces where able. And to a much smaller degree, bucket-fliers do drop a broken bucket when hit, and they do fly off in the right direction they're hit from. In l
jonathanluitjens
Aug 142 min read


Platformer Project - Airborne Enemies, Color Coding and Movement Pattern Trial Run
Hello once again, sorry for the gap of time between posting last to now, had a few increasingly concerning PC involved issues that should be remedied by now, so that means I can actually show off what is being worked on right now. The short form is starting to get the enemy types put in, which most of that is just about getting it's code lined up how I want it to act, doing this one enemy at a time, and I've chosen to start with the flying ones. Flying entities can have, unde
jonathanluitjens
Jul 312 min read
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