
Go on, click it
Whatever happened to betas 1.5-3? The world may never know.
But, here it is! The next version of the epic, revolutionary 1-sprite 1-script 1-costume scrolling game!
This version includes:
-1s1s1c scrolling (obviously)
-4 levels
-Perfect slopes, adjusted to online/offline
-Moving platforms, vertical and horizontal
-The capacity for gravity reversals, although it isn't used, and
-An end screen begging for love-its! (Hint, hint ♥)
Have fun, and feel free to post with suggestions!
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Bump.
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Awesome~
The moving platforms are probably my favorite feature.
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RobotKitty wrote:
Awesome~
The moving platforms are probably my favorite feature.
Thanks~
They're probably my favorite feature too
I wonder what would happen if I tried diagonal ones
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Bump
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antimonyarsenide wrote:
RobotKitty wrote:
Awesome~
The moving platforms are probably my favorite feature.Thanks~
They're probably my favorite feature tooI wonder what would happen if I tried diagonal ones
![]()
Wouldn't be too hard, all you need to do is (xcoordinate1) + diagnol var, (ycoordinate1) + diagnol var and so on. Unless you want a different slope, in which case you just multiply the x or y part by a fraction.
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AtomicBawm3 wrote:
antimonyarsenide wrote:
RobotKitty wrote:
Awesome~
The moving platforms are probably my favorite feature.Thanks~
They're probably my favorite feature tooI wonder what would happen if I tried diagonal ones
![]()
Wouldn't be too hard, all you need to do is (xcoordinate1) + diagnol var, (ycoordinate1) + diagnol var and so on. Unless you want a different slope, in which case you just multiply the x or y part by a fraction.
Yeah, but then we'd also have to adjust for off-screen problems
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antimonyarsenide wrote:
AtomicBawm3 wrote:
antimonyarsenide wrote:
Thanks~
They're probably my favorite feature tooI wonder what would happen if I tried diagonal ones
![]()
Wouldn't be too hard, all you need to do is (xcoordinate1) + diagnol var, (ycoordinate1) + diagnol var and so on. Unless you want a different slope, in which case you just multiply the x or y part by a fraction.
Yeah, but then we'd also have to adjust for off-screen problems
![]()
ehh... not really worth it but ok. What you could do is just have a border drawn so that less of the glitchyness is seen.
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AtomicBawm3 wrote:
antimonyarsenide wrote:
AtomicBawm3 wrote:
Wouldn't be too hard, all you need to do is (xcoordinate1) + diagnol var, (ycoordinate1) + diagnol var and so on. Unless you want a different slope, in which case you just multiply the x or y part by a fraction.Yeah, but then we'd also have to adjust for off-screen problems
![]()
ehh... not really worth it but ok. What you could do is just have a border drawn so that less of the glitchyness is seen.
I guess we could... but the off-screen refraction problem would still be a problem. Because sprites can't go beyond the edge of the screen, diagonal lines will steepen when their point outside the screen gets closer to the screen, since the that point won't move at all, staying on the edge while the other point is on the screen and moving.
This is usually fixable with a slope-related formula, but it's probably going to be too complicated for moving slanted platforms
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