I have made a game and I would like you to try it. Please tell me what you think! (even if you don’t like it much)
This might be the greatest thing I have ever seen
From what I see in your code, it looks like you forgot to set the starting level back to the beginning since you start at level 53 somehow
It’s pretty good, but I got stuck on the boss fight. please make the game easier.
oh sorry I forgot
…
OK try this: https://arcade.makecode.com/S69382-11143-78048-11053
Very good game, I loved the tininess of it.
hey could you potentially make a small video of you completing level 21? I’m having a hard time figuring out how to get through 3 shooters in the same jump to land on a far platform to the right. It could be possible with some staggered movements but that just results in me not being able to reach the last platform.
@EpicCoolDudeSigma I don’t think there was a boss fight. do you mean the level after the 4 or so levels that are the same?
final:
please tell me what you think!
@WoofWoof There’s a bad issue. The horizontal movement is updated by my code, but the vertical movement is updated by Makecode’s Code. Makecode updates the same rate as my code on a fast device, but on a slow device my code is updated slower, making the player fall / rise faster than the side movement. Because of this, some levels are impossible to complete. The level I’m thinking of is level 37. The first part where you jump over the lava is impossible and the whole room is very laggy. I need to either make the platformer + other stuff my code updates smoother or handle vertical movement my way as well as everything else (what I’m trying to do). I can’t handle platformer + other movement with Makecode’s code because of some rendering issues. Can you help?
Yes I can help. The basic thing to know is that Makecode multiplies how far it moves your character by the amount of time that has passed between each frame, the “delta time”. This means that if, say, your character is moving at one pixel per frame, and all of a sudden the game lags and takes more time between frames, your character will move further per frame. This is how Makecode makes sure that sprites always move the same speed regardless of how fast the device running the game is.
They do have a limit to the amount of time, so if your game is super laggy then you’ll notice a slowdown in sprite movement, but only once it gets really really laggy, or like if it freezes for a long time. This way the sprite won’t teleport across the screen or through walls if there is a lag spike.
Anyways, I believe that the extension Riknoll/Arcade-advanced-blocks has a delta time block in it. You’ll want to multiply your movement by the delta time and then mess with the numbers until it looks correct and you can beat all the levels in your game.
It’s great!
I give it a 6.7 out of 10
The concept and gameplay is great but the difficulty spikes insanely first minute I’m jumping through water the next I’m dodging bullets IN water while in a CLOSED SPACE, then the bounce blocks are introduced, great and all but why did we go from go grab the apple to RATTLE EM BOYS. all that being said the graphics are charming the game loop is fun and I like the idea of one level getting more and more difficult while still looking similar to when you first entered.
Although I would love to make my own levels how the code is set up doesn’t allow me to do that at all, I code using blocks because lines of code make my head spin.
this game gets 10 broken laptops out of 10 stars a true 10/10
@WoofWoof I think I solved the delta time issue, and only the player was being moved without using the velocity variables. I’m thinking of making some kind of menu at the beginning to change whether you want simple or complex graphics and a bunch of other stuff. I believe the extension is riknoll/arcade-mini-menu, but I don’t know how to use it. Can you help? I can read javascript and blocks but not python
I changed the level to make it easier, but I think it was possible by jumping at the right time and going across without stopping
The mini menu extension is written in JavaScript (technically “Static TypeScript” if you are trying to look stuff up), but it’s quite complicated and is contained in multiple files.
After importing any extension, I usually type the namespace of the extension and a dot and just scroll down the list of functions that come up when you do that, the suggested things. Like, just type “miniMenu.” and then scroll down the list of functions that comes up. There should be one like “create” or “createMenu” that exists. I think you use it like this:
let myMenu = miniMenu.create(miniMenu.createMenuItem(“text here”, miniMenu.createMenuItem(“second menu option text”))
// I believe you can have up to 11 menu items, and after that you need to use the miniMenu.createMenuFromArray function. That’s probably not what it’s actually called though.
myMenu.onButtonEvent(controller.A, controller.buttonEvent.pressed, (index: number, text: string)=>{
// there can be two imputed to that function, and they will show in the autocorrect. I cannot remember what they are called, so those inputs are just a guess.
})
Anyways, just look at one of my projects that uses it. Sometimes I put my menu code into a separate file. You can always translate someone’s block example into JavaScript and look at the code it generates.
I think it allows up to 12 selections, but I dont know the best way to make a full menu as in: selecting an option goes to another menu or something else. I also might want toggle switches / sliders, as in having a toggle switch / slider as one of the selections? the switch / slider are stopped in variables (boolean, number). I think it could be possible by changing the text in the option, for example:
complex graphics (0 )
(selects it)
complex graphics ( 1)
Would that be good, or is there a better way? if I need sliders, I might make it use left / right for increasing or decreasing, and I will likely do:
sound: 0 (0 - 255)
(presses right )
sound: 1 (0 - 255)
(holds right)
sound: 92 (0 - 255)
(holds left)
sound: 75 (0 - 255)
(holds right)
sound: 255 (0 - 255)
It would do the thing where when you start holding, it triggers the counting once, then around one second later, does it very fast. For example, it’s like when you hold the “A” key.
@Coderadventurer I am best at making easy and hard levels, but not so good for making medium levels. It is partially because Im really good at playing platformers so I don’t know what’s easy and whats hard. I just end up thinking that levels that should be really hard are medium. Can you tell me where the difficulty increases too much?