devlog 2: Platform 9 and ¾


When GB Studio platformer mode was added back in version 2 betas I was thrilled with joy and excitement. As a platformer focused developer I wanted this for the very long time since I started using GB Studio 3 years ago.

There's still no support for "moving platforms" or basically "collision enabled actors" in platformer mode up to this day. [Hopefully there will be in future updates]

So in order for my platforming section to be a bit engaging, I opted for a simple trick, "Fake platform mechanics". Like in this gif? jif? I used a stationary actor acting as the "platform" that spins via careful frame manipulation on its onUpdate tab. Then on the spin frame I set player position down 1 tile to simulate "falling". The collision for how the player is standing up is a Top Collision [2]. Pretty basic no? 

Platforming won't be as boring as just jumping now yes? Now you have to think when to jump too, add the enemy intervention and you now have an engaging platforming section to play. [Ignore the boring backgrounds, I've since overhauled the art of the game] XD

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