Sure, thanks again! I'm about to post the source code and demo rom so you can see for yourself.Woah, really curious on how you did the Vince animation, also do you need me to do some sound effects like a being for the spring and a little noise echo for the walking platforms
I used a VFX monster to show a "crumbling" animation and rewrite the tile/collision. It's spawned in the custom physics script starting around line 500. The tile rewrite is done in the monster's End Animation behavior, in the custom TimerEndScripts.asm starting at line 202. The two scripts work together through an additional Object Variable called Object_tile.Coincidentally I just finished doing a fall away (broken bridge) using a tile and invisible NPC monster which changes to the tile graphic then falls. I wonder if we did this in a similar way or differently.
Here's my personal TODO list before moving this project from Concept to WIP GameThis game would be so cool in an old Nintendo cab. It's got that 1979 feel about it. I hope you make this into a fully fledged game because I'd like to do that once I get up and running making arcades again.
OK, Castle Jumper it is. On second thought it fits right in with names like Carrot Punch anyhowI like Castle Jumper!
How are you thinking of tackling this? I noticed an NPC monster type already allows player to stand on it like a solid tile. I was thinking if the horizontal speed of player was matched while colliding with the moving platform that might work? Fairly sure it won't be that simple though.It might fill the moving platform gap for now.
I'm not tackling it, I'm just using the jump-only tiles as a replacement for what I wanted to be moving platforms. (The tiles literally and figuratively fill the gaps) I tried the NPC monster and several other approaches and couldn't make anything work well or look natural.How are you thinking of tackling this? I noticed an NPC monster type already allows player to stand on it like a solid tile. I was thinking if the horizontal speed of player was matched while colliding with the moving platform that might work? Fairly sure it won't be that simple though.