Platformer Progress - Dynamic, Natural Landscapes, Debug Room WIP
- jonathanluitjens
- Aug 8
- 2 min read
Hello again to you all, new week and I have at least some developments I would like to share, but they're not the longest so can afford to keep brief about them.
Mainly an update from a prior post, some time back I mentioned making diverse tiles for use of a natural landscape, less Mario-level syndrome.
Well here's an update on how the tile-making process is going for that one.

The idea in mind currently is that there is a base set I can use for Debug purposes, then I can hopefully switch them out with an edited file to make the specific land-masses I need. So if I can get this done, I should theoretically be able to get every tileset done in regards to collision notably faster.
And yes. I did say for the specific collision, these tiles are definitely more than for show. It's not a lot so far, only a tiny testing ground, HOWEVER.
The land mass is more open to dynamic/natural formations, floor and ceiling alike with this.
The very land curves, jostles, bends around and all the while in testing so far, can still be walked down properly, Moof on-level to the flooring for the majority (he's getting his hitboxes fixed, hense for the majority)
I'm going to use this debug room for a few things, fixing Moof's hitboxes, testing land formations, and adding a few key controls he's yet to have, and I AM HOPING to be able and make a playable demo of this room soon enough.
Moof is all in for exploring, I WILL make something worth living up to that action.
I will do my best to have more to show soon enough However that can only happen in time, so that'll be all from me for now at least.
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