Q/A regarding hoplings

Hello, makers and coders of the world! i’m sure that some of you guys are likely to have looked at and/or played hoplings and thought to yourselves “How did he pull this thing off?”, “how does this mechanic work so much better than it probably should?”, or other questions about the code behind the game and/or the game itself. well, feel free to ask any curiosities about how or why a given mechanic in the game works, and i’ll be sure to get to as many as possible. with that out of your hair, ask away!

TL/DR: if you have a question about a mechanic in hoplings, ask it here and i just might provide an answer.

3 Likes

How did you do the wall jumping?

3 Likes

How did you increase the resolution of the simulator’s screen?

1 Like

I basically got an on sprite hits wall at location block and checked which wall Ryan was hitting, and had it slow his descent and play a specific animation of him grabbing hold and facing left or right depending on which side the wall was on. As for the wall jump itself, I made a variable that disables the player’s control over Ryan (the name was cantmove), had it activate for a short time after the jump, then played around with the amount of time spent without control and the horizontal and vertical velocity Ryan was sent off at, until it was impossible for ryan to climb the wall but the movement was still smooth and the player regained control right as ryan reached the peak of his jump. Hope that helps!

1 Like

namespace userconfig {
export const ARCADE_SCREEN_WIDTH = 160
export const ARCADE_SCREEN_HEIGHT = 120
}
put it in javascript and convert to blocks

3 Likes

Where do I find the latest version of Hoplings?

2 Likes

That would be in the 100th post celebration in the replies of the movement demo.