Friction Devlog (platformer)

(Mega) Update 8:

Added a new Rail tile and new function for tile-checking

ArduboyRecording

I added in a new tile called Rail and it has a special property. It’s the only tile that only has top collision, no side or bottom collision, like other blocks.

A new function I added called isSolidTop(TileType tileType) checks if the block returns true for isSolidTop() (i.e. a block that should only have top collision)

Zipline is also technically—according to isSolid()—a non-solid block, but since the top collision also checks for isSolidTop() blocks (i.e. Rail), those tiles only have top collision.

I also removed the timer for ziplining and now when the player is ziplining, there is actually a negative force so when the player stops ziplining, the player actually goes up just a little bit, which makes a lot of things (like that thing in the beginning) a lot easier to do.

Also allowed the player to, when pressing A when ziplining, stop ziplining; fall down.

Finally added functionality to stop the player from going out of bounds on the far right side, too.

ArduboyRecording

(The player falling from ziplining is me pressing A)

List of all (current) tiles:

Sky
Ground
GroundLeft (ground with a wall to the left)
GroundRight (ground with a wall to the right)
LeftWall (a wall to the left)
RightWall (a wall to the right)
Tube (walls on both sides)
Cap (idk man looks like a plastic bottle cap to me)
PixelBoth (two pixels at each top-corner)
PixelRight (a pixel on the top-right corner)
PixelLeft (a pixel on the top-left corner)
LeftWallRightPixel (left wall with a pixel on the top-right corner)
RightWallLeftPixel (right wall with a pixel on the top-left corner)
Block (literally a block)
SidewaysTube (same thing as Tube, but sideways)
LeftCap (same thing as cap, but rotated 90°)
RightCap (same thing as cap, but rotated -90°)

Update 8 tiles:

Rail (a block with only top collision)


I don’t know about you, but I think this game has the potential to be the platformer for the Arduboy :flushed:

1 Like

Big claim!

It’s pretty fun and it has a great main gimmick/mechanic :man_shrugging:

I guess we’ll see.

LOL … I have a platformer too!

I forgot about the Trials of Astarok :flushed:

Update 9:

Added new “stomp” mechanic

ArduboyRecording

I let someone from my school playtest the game and they said the jumps feel too “floaty,” so I added in a new mechanic so that when the player presses B, the player will sort of stomp, and fall down really quickly. It also makes it a lot faster for the player to “settle” on a block if they’re high in the air because the player just jumped, but they don’t need all that air because they just needed to get one block higher, for example.

The x velocity also decreases which makes it a lot easier to land on single blocks.

I don’t know if they’re my friend but at least they talked to me :moyai:

1 Like

Update 10:

Bigger map and new grinding feature

ArduboyRecording

Yes, I’ve changed the term back to “grinding.”

I’ve worked a lot on the map design and I think the first map is almost done!

Grinding is actually faster now; when the player grinds, the inverse friction increases to 0.945 (from 0.915) so there’s actually an advantage to grinding—because there are some areas where grinding isn’t necessary.

I may also place a powerup inside that square room in sort of the middle of the map on that platform (not the last room; before that room) if I decide to add powerups (and enemies) to the game.

1 Like

:eyes:
pixil-frame-0(2)

Update 11:

Added new tiles & ported particle system from Flappo

ArduboyRecording

(The framerate is just a little slow on the emulator; it runs perfectly on the actual hardware)

Hheheheeheheh I ported the particle system I made for Flappo! We now have particles in Friction! It is slightly modified; I had to fix some of the nasty math to get rid of undefined values and NaN and stuff.

I also forgot to mention I added in two new tiles last time, but since then I’ve added two more which pair together perfectly so I’ll list them now.

List of all (current) tiles:

Sky
Ground
GroundLeft (ground with a wall to the left)
GroundRight (ground with a wall to the right)
LeftWall (a wall to the left)
RightWall (a wall to the right)
Tube (walls on both sides)
Cap (idk man looks like a plastic bottle cap to me)
PixelBoth (two pixels at each top-corner)
PixelRight (a pixel on the top-right corner)
PixelLeft (a pixel on the top-left corner)
LeftWallRightPixel (left wall with a pixel on the top-right corner)
RightWallLeftPixel (right wall with a pixel on the top-left corner)
Block (literally a block)
SidewaysTube (same thing as Tube, but sideways)
LeftCap (same thing as cap, but rotated 90°)
RightCap (same thing as cap, but rotated -90°)
Rail (a block with only top collision)

Update 11 tiles:

LeftUpBend (a tube that bends to the left then up)
RightUpBend (a tube that bends to the right then up)
UpLeftBend (a tube that bends up then to the left)
UpRightBend (a tube that bends up then to the right)

I also added in a little easter egg somewhere in the first level :flushed: :wink:

2 Likes

Which one looks better? Empty or filled particles?

(empty)

ArduboyRecording

(filled)

ArduboyRecording

  • Empty (original)
  • Filled (new)

0 voters

Also I started working on this in February?!?!? What?!?!

Definitely filled.

1 Like

Hrm…

Just to remind you: If you later on decide that you need more memory, it’s possible to have some of these tiles only exist during the rendering phase and for the in-memory representation to be the same. (What some would call ‘auto-tiling’.)

Undecided/no preference.

Yep. Two days shy of one month.

1 Like