what’s the one above deliverimania
Thank you! This is a game (engine) changer!
it was PHANTOMS- platformer idea/collaboration, a now dead collaboration
Here’s the updated parallax (Thanks for the tips @Luke!)
I couldn’t get the foreground parallax to not obscure gameplay so I had to remove it.
I’m trying to use your softbody extension for the tentacle but it’s feeling very unstable. Do you have any tips for this?
Why not reopen it?
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Also the host is no longer active.
on mobile its B, on computer it’s x/Enter or whatever other buttons there are
I myself never participated much in the Phantoms collab; however, after reading the topic. From what I can tell, the collab’s host Cursedeclipse has been offline for like the past 7+ months. Without any proper leadership in place, all direction is lost, and now nobody participating in the collab knows what they have to do in the game development process. As a result, a lot of contributors quit, and it will likely remain that way unless Cursedeclipse makes their return.
Also, that Phantoms collab is particularly notorious for the vast majority of collab participants actually not doing any work whatsoever, and that burden fell on like 2 people, along with a lack of proper organization and communications. This is particularly common for many collabs on the MakeCode Forums. This frustration of having to do all the work while balancing other projects and life stuff will likely turn a lot of people away, even if the collab is reopened.
I kinda want to revive it the art from Luke is too good to waste it
@Luke, those are so good! I’m taking notes for my games too.
I just looked at the code for the softbody tentacle and I like how you’re keeping in between the sprite and wall!
I see what you’re saying, about the unstableness, so here’s what you can do to make it tighter:
I lowered the distance and the dampening so the segments stay closer together.
I also added a loop to make all the segments ghost through walls. Because the swing math is still there and it’s not relying on the softbody for any momentum, we can remove the collision.
I also removed the collision of the sprite actually rendering the tentacle (softbodyRenderer) because once you color the sprite, it gets a hitbox.
There are some things that need to be fixed with the renderer. That “renderOnSprite” is VERY crucial. It lets the softbody rendering know it’s dealing with something that moves.
I also like what you’re doing with my image mapping extension! The outlining technique you’re using is what I’m doing one of my other games that I’ll show in a different topic once I get it ready.
Hope all this was helpful!
That outline technique is also what I use to outline the hair in my hair salon game!
yippee i clipped into the void with my long glitchy tentacle
WAIT NO I DIDN’T MEAN IT LIKE THA-
Thanks for the help and explanation. I’ll make a few more levels and release an update.
doing better!
(I’m totally not trying to beat everybody else here (lie))
Ok! The update is finished. Thank you @BLADEr for your help. ![]()
The soft body physics of the tentacle only look good on more powerful devices, they are off by defrault.
Changes:
- Three New Levels
- Start coundown
- Option to enable soft body physics for the grapple
- Parallax
I’m curious, what are the tentacles supposed to look like? For me they are very jagged and jittery
also definitely remove the start countdown, i really dislike pointless waiting in games (like loading screens and stuff) and it really takes away from that speedrun element of grinding out a fast time
Yeah the tentacle is really crazy on my Chromebook too, but when I run this game on my school’s desktops it is really smooth and nice.
The stop countdown was requested by BLADEr, I personally like it but I can definitely see how it would be annoying. I’ll made an option to toggle it off just like the tentacle physics.
I think it would help to maybe move the countdown outside the level. It doesn’t even have to be a countdown, you could just select the level then it fades to black and the level starts normal, this way the player has time to mentally prepare but doesn’t have to stress over the level before they get to play it.
The tentacle looks fine on my screen, maybe it’s just slow on other devices? I know in my games when I play them on other devices the ropes get jerked around because the segments are always trying to find the best position to be in the rope, and when the computer lags the segment bases its last position to the new position which might be crazy far away, and then the segments get stuck in a tug-of-war with o balance the whole rope, but that then throws off the rope…
Ok, I added an option to disable the long count off and replace it with a fade that lasts half a second.
Moderators, please replace the link in the first post in this topic with the one below:






