I’ve finished refilmed the “How to Make a Platformer” series to take advantage of all the great features in Arcade after we officially released from beta.
The game “2 Cat 2 Curious” features our hero “Hops and Paw” in a daring adventure of climbing, riches and bee-battles
This three part series starts from scratch and builds a platformer game that includes: spawning enemies, multiple levels, wall jumping, fireballs, and more.
Also, if you have any feedback for the series or requests for future content, please let us know here on the forum!
Great question! What’s happening here is that the cat is colliding with the wall when it’s in the jumping frame but when the cat changes into the “wall clinging” frame the pixels are shifted down and the cat no longer is colliding so it starts falling but then the falling frame is again colliding and this back in forth is causing the jitter.
Here’s the jitter I saw, I think this is the problem you’re mentioning:
yeah, that was what was happening, also, i like the idea of the bee, but wouldnt it make more sence if it was all ready there and just got “mad” when yo trample the flower,
(boss idea)
theres a bee hive, and you hit it and then its turns out to be a boss, and some times bees will come out, or make you move slow becaus eyou in hunny!!
These are all great ideas. You could make honey tiles and check when the cat is on them and make the cat’s movement speed and jump height slower when it is.
I have tried this great game but I found something strange. The cat can climb on ground tile and on edge of the screen like this picture. How to fix this ? Can we define wall based on the tile ?
check for the tiles to the left and right of hops. if it isnt a grass or ground tile, then initiate a wall slide. if it is, then initiate a ledge grab. you can do the latter by setting a variable (maybe IsGrabbingLedge) to true, and then getting an on game update block to stop all vertical movement if the tile to the left or right of the player is a grass tile and isgrabbingledge is true. THIS STEP IS VERY VERY IMPORTANT, MAKE SURE THAT ISGRABBINGLEDGE CAN ONLY BE TRUE IF THE PLAYER WAS ORIGINALLY MOVING DOWNWARDS OR NOT MOVING VERTICALLY AT ALL. make sure to have the animation be based off of which side hops is grabbing a ledge on, you dont want them to flip animations when they turn around. after that, make a function that sets isgrabbingledge to false when the jump button is pressed. the reason why the step in all caps was so important is that if the player is constantly checking for a ledge grab regardless of moving up or down, then you wont be able to jump up onto the ledge. you’ll move up about 3 pixels and then stop again. hope that helps!