DOES NOT WORK AFTER UPDATE TO SCRATCH 3 KNOWN BUGS: Sliding into a wall at high speed sometimes makes you phase through it; clinging to a wall and pressing both arrow keys at the same time makes Kuro switch directions (left is dominant over right). Kuro can get stuck in a wall-cling position while sliding A/D or left/right to move horizontally or change art picture W, up, or space to jump S or down to slide P to switch between platformer and concept art Adjust the sliders to change parameters if you want; if you change the level number, hit P twice to reload so you can see the new level. The first level is a generic parkour playground, the second is a skijump. The third is a bit more representative of what the layout of a level in the actual game would be like.
It's all vector, so play in fullscreen! The art isn't completely done, though... On the third level, see how fast you can reach the gold coin on the roof! My record is 30.66s. Note that changing movement settings makes the run no longer valid! The animations (or rather lack thereof) are still rather crude, but the physics mostly work the way I want them to. The pink hitbox is visible for demonstration purposes. Report any glitches you encounter (for example, phasing through the floor, ceiling, or walls, which can happen when Kuro is moving very quickly or if she gets stuck in a tunnel). If you end up outside the level, just jump off and you'll reset. All parts of the level are reachable with the default values of running speed, air movement, gravity, and jump power! Some tips: 1. Kuro's maximum sliding speed is greater than her maximum running speed, but she can't propel herself while sliding. 2. Walljumping works better with a running start. 3. If you get stuck in a tunnel while sliding, release the down arrow and move normally. You can slowly scoot along until you get out. 4. You can jump while sliding; since it's kind of hard to quickly switch from the down arrow the the up arrow, it's useful to use the space key to do this. ------------------------------------ As with most of my projects, there is rudimentary music in place as a lag detector. It's an old piece I wrote for a long-dead collab. I would not use it in the final game without a bit of reworking. I've pretty much finished the coding for Isle of Dolor; now I'm working on writing dialogue and drawing art. I needed something else to occupy the coding part of my brain, so I started tinkering with a platformer engine loosely based of of 's tutorial, but with a sliding mechanic similar to the Lego Ninjago Rush game. In the final game, players would control Kuro, a thief who steals a magical staff from the Vault of Heroic Items (not actually called that in-game). Instead of delivering the staff to Inoshi, the man who hired her to steal it, Kuro keeps the staff and starts experimenting with its powers: the ability to store and release momentum, giving her much greater mobility and fighting prowess. Unfortunately, it turns out that Inoshi is an evil entity who was previously banished from the land via a barrier powered by the staff; now that the staff is no longer in its altar, Inoshi can conquer everything. That is, unless Kuro decides to use the staff for something more noble than thievery... I'll try to update this engine with the staff's special abilities at some point. I might also make Kuro's scarf a separate sprite so that it billows in the wind better. I'm also going to try to make the controls a bit less touchy... right now it feels like a typically fluttery, excessively bouncy platformer. Let me know what you think! Given the rate at which I'm currently working on projects, Kuro's game should be ready later in the summer, probably before Isle of Dolor. ------------------------------------------------- Updates: 11 June 2017: Started adding the staff and some art 4 June 2017: Fixed ceiling tunneling bug 27 May 2017: Shared