WASD for basic movement. Briefly press W for a shorter jump. Press S to fall faster while you have downwards momentum. No mobile support at the moment... Probably won't be, for the future of this project.
Latest Changes (1 Jan 2023): + Applied wrapper functions for ignoring Scratch's sprite fencing and size limits (to a degree) + Added a much needed x-movement variable * Pushed the x-borders to -480 and 480 (respectively) to test the above anti-fencing * Changed particles to appear upon jumping instead of landing - Removed running particles ====== "A" successor to Project Fragment #2. The character is Ghost, with a slightly different design. Music is included in the stage! "anticiparticipant" was made using Juumbox 2.5, a nice little fork of Beepbox. I honestly did wish I put more time into it, but I'll share it anyway. (I feel like that's how I feel about most things nowadays...) Sprites were all drawn by me using Pixelorama, a pixel animation/art application. I'm not very experienced with pixel art, but I think I'm getting the hang of it. I also mention Hollow Knight as a source of inspiration for the movement mechanics here. There probably isn't much to say about that, however. ====== This project emphasizes somewhat more robust movement controls than most other platformers on Scratch, but is not as adaptive. This means that at the moment, just drawing a level won't work out of the box. Instead (for now), it uses a single y-coordinate to determine where the ground is, and two x-coordinates to determine where the "walls" are. Perhaps the most substantial thing in this project is the usage of a main loop in the stage and the overuse of certain broadcasts. I think this might have a performance impact. On the other hand, the project is coded with multiple time-tracking variables, allowing a project to run "smoothly" even with low (or high) framerates. I also made a variable that allows all animations to be in sync (at a framerate of 12 frames per second): for style, of course! The "target framerate" for movement is 30 frames per second. In truth, I made this project only because my friend nagged me to. But I think it was worth it in the end! We have plans to further expand this series, but I'm not sure how far my motivation will go. Animation is a lot of work. And I'm not sure what the best practices are... yet. Oh, and yes, hello again. It's been a while since I was last online, at the time of writing. Expect more! Maybe.