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As I was working on a certain game project of my own I heard that tehweenus's birthday was coming up, and got the idea to do this. I pretty much just threw in everything I could think of as quick as I could. The character sprite was cannibalized from an earlier thing I made for him that fit my needs quite well.
As you will probably notice, the engine still has some kinks to work out. I worry I may have to switch to an entirely different method of collision detection, which will require a whole lot of revising. Though I could almost make the problem into a feature, the problem being that he essentially hangs onto ledges. The level and background are pretty blah, but then I did throw most of it together over a few hours.
Anyway, happy birthday Weenus. Hope you get a kick out of this.
Controls:
Left/Right Arrow Keys - Move
Space Bar - Jump
Ctrl - Attack
tehweenus
As you will probably notice, the engine still has some kinks to work out. I worry I may have to switch to an entirely different method of collision detection, which will require a whole lot of revising. Though I could almost make the problem into a feature, the problem being that he essentially hangs onto ledges. The level and background are pretty blah, but then I did throw most of it together over a few hours.
Anyway, happy birthday Weenus. Hope you get a kick out of this.
Controls:
Left/Right Arrow Keys - Move
Space Bar - Jump
Ctrl - Attack

Category Flash / All
Species Pokemon
Size 800 x 600px
File Size 83.3 kB
Listed in Folders
If you left the collision detection as is, you could pass it off as megaman-ish.
The parallaxing looks neat, but it sorta gives the impression that the player character is hopping between two planes while only moving on one.
But who cares. For what it is, it's a work of art, and a brilliant gift for him.
The parallaxing looks neat, but it sorta gives the impression that the player character is hopping between two planes while only moving on one.
But who cares. For what it is, it's a work of art, and a brilliant gift for him.
He hangs on every ledge 'block', and it only happens when you are holding the movement direction towards the ledge. If it would only happen on the -upper- part of the platform, and not at the edge of every block, you could add detection for it and actually make a hold animation. Bam.. extra feature. But, as it is it would be a bit silly to grab onto the edge of the -bottom- platform block, as well as the top one! You could also add a check to the collision check to see if a solid block is directly to the left or right, but none below, and force falling in that condition. I'm just not sure how that's done as I have no idea what you did for the code for this, obviously! Beyond that, very smooth and functional. Really have a good base to work up from, here!
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