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Finished up adding vertical moving spike blocks.

This allows for lots of interesting puzzles between the space rover and the clone. The bridges you build can block them above or below. Plus some blocks repeatedly fall, others merge with the ground when they hit - so now puzzles with bombs are possible as well. These also can be hooked up to switches (next todo) which allow for adding some hard core platforming elements to augment the puzzles. Force the clone to run, jump and navigate something treacherous to get to a switch, to lower or raise a spike block and then back to the rover to move once the block is clear.

Also will add horizontal spike blocks for the 'boss' level at the end of the first world. This should force the player along a path and to move fast being constantly chased by a wall of moving spikes.

Used pretty basic collision detection for now. Basically check above and below the middle square for tiles on the platform layer, then reverse or stop depending on properties of the block (specified in Tiled). For those that stop, we added a block that has non-spikey top, so it becomes part of the terrain (basically when it stops moving permanently - ie hits the ground) it is made invisible, and instead a 3x3 grid of tiles is updated on the tile map.