JUSTICE FOR GRAPPLE-SCARF!!!!!
whoa very cool! that grapply hook looked a little tricky to figure out--i always get a little messed up too on origin and pivot points sometimes theyre diff and sometimes theyre the same and then constraints sometimes and it's just so ??? anyway cool stuff i can't wait to see this even more fleshed out!!
this grapply hook relies on construct 2's physics engine. i could not, for the life of me, get a non-physics based grapply to work. there arent actually any pivot points, though i'd love to have them. instead, when the 'hook' collides with a solid surface, the player character is forced toward the point the hook is at. the player doesnt have a lot of control while they're being pulled like this, which is why i added the ability to doublejump while in the air after grappling. i think it's creating some really fun gameplay elements, though. i just gotta get good at level design!! i'm trying pretty hard right now to design a level that really compliments this gameplay.
day 4:
level design and layer shennanigans!! my layer shennaigans are /almost/ working. ive designed my level to where you are made to head up the left side and continue on to the right, which requires so layer funtimes to pass through blocks. there are a few kinks i need to work out.
a small preview of level stuff
i'd like my final goal for the day to be getting the layer nonsense to work. once i do, i'd like to implement dialogue and npcs. after that, all i have to do if finish designing the level and i can commit my time to visual assets.
sort of update: i gamed for several hours since i have an obligation to an mmo guild :p
after much yelling @ construct 2, i got my layer shennanigans to work. honestly not sure how. but they did. woohoo!!
(they're a bit buggy, you want to avoid shimmying around inside the collission box for the objects that detect the layer switching)