Work around strict wall sizes

I’m currently making a platformer with double jump? (Uncertain) wall jump, and variable jump physics but Im forced to put a hold on development due to the wall blocks being too large and clunky for a platformer that feels good to play in anyway. Are there any good extensions, workarounds, subs for code to do the same thing while being able to be scaled to size? shame its. real shame because I put a lot of effort into the player sprite. (Press A on doors to get the actual platformer)

8 Likes

Have you tried Googling for a tutorial? It looks like Microsoft has a MakeCode YouTube channel with a 3 part series on making a platformer.

You can also search the forums for platformers others have made and look at their blocks or code.

Good luck!

Can you explain what you mean by the wall blocks being too large? Do you mean that 16x16 is too large for your game? Have you tried changing the resolution? You can make everything “smaller” by faking a screen resolution of 320x240.

There are a bunch of posts on the forum about making that happen if you’re interested.

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What I meant by “wall blocks being too large” was that wall blocks can’t be made half or a quarter of a tile, so something like a small shelf on the wall would have a giant box around it
I thought about doing that but that comes with its own implications.

  1. I have to redo all the tiles and make what was previously one block multiple which would be a pain
  2. I’d have to deal with potential lag issues
  3. fixed camera size is the biggest limiting factor
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you can change the size of the screen using

namespace userconfig
{
export const ARCADE_SCREEN_WIDTH = "new width"
export const ARCADE_SCREEN_HEIGHT = "new height"
}
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I think you may have to program your own collision :frowning:
I think that makecode’s biggest weakness is platformers. :frowning:

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Have any ideas how to do that? My knowledge of JavaScript is pretty limited I’m just learning and block code seems to be kinda useless in this endeavor

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I’ve never used java :sweat_smile:
But
I do have potential ideas

I would have the layout of the level in some form of raw data that tell it each layer of the level. Then render it based on that data. Make it a set of coordinates. Some of those are walls and others are not but each coord would have different properties (maybe make a class called coord that can be wall or not). I would also keep track of the players coord can check it to the nearby coords.

But that’s probably to much for make code to handle :sweat_smile:

(And that’s probably the complicated method)

2 Likes

Do you mean that you want your tiles to be 8x8 instead of 16x16. If that’s the case, I do remember there being an extension for that somewhere